Sunday, June 17, 2012

So, I have all the levels finished. My final two levels are Lavascars and Devagog's Castle. The shrine levels are all relatively the same setup though I was hoping to have the troops at each shrine have certain effects on them possibly.


Lavascars:
For Lavascars I want to have environmental hazards. The lava will come up at random intervals making troop movement more complicated. The player will have to time when to move troops into battle, and possibly even draw enemy troops into traps to progress. The ultimate goal still being to storm the castle of course.


Devagog's Castle:
For the final battle I want it to be the biggest army seen yet stationed outside the castle (so it starts sort of like a shrine battle). The player will have to engage this first, and after a set time reinforcements would start spawning like they do on normal maps. Every troop should count, each choice carefully considered. Also I was thinking about adding shrine power-ups to help beat the level. For example the player could call upon the sword shrine to strengthen an attack for short time, or combine all shrine power-ups to make a smaller force much more effective etc. There will be no obstacles on this map, just two mighty forces clashing on an open field.

That's all for this week. Next week I am thinking about making some portraits for the kings of each land to go with some end text. Just trying to keep busy and add more to the game.

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