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6/21/2025, 12:13:26 AM
>>528193806
Would you please consult the graph.
Problem: repositioning which isn't hook or its derivative is boring.
Solution: give a multipurpose repositioning tool with its own gimmicks.
Result: no fucking clue, I suck at game design.
Movement rules:
>purple circle is the AoE, cross in the middle of it is what you cast
>light-purple zone is the dimension shift territory
>red flag is the enemy, green flag is the ally
>enemy being airborne, like jumping or flying inside the dimension shift will bring it to the center of it instead
>enemy moving inside at an angle will have its speed changed based on vector formulas
>enemy who isn't moving will be moved towards the center
Shooting rules:
>Ally 1 can harm Enemy 1
>Ally 1 can't harm Enemy 2
>Ally 2 can't harm Enemy 1
>Ally 2 and Enemy 2 can harm each other
Please tell me it didn't just become even more confusing.
>BONUS ROUND
What if upon placement the AoE acted like a Vacuum from Dota2 instead (brings all enemy within AoE to the center)? So enemy entering the AoE will suffer these effects, while those present within AoE upon cast are brought towards the center right away?
Would you please consult the graph.
Problem: repositioning which isn't hook or its derivative is boring.
Solution: give a multipurpose repositioning tool with its own gimmicks.
Result: no fucking clue, I suck at game design.
Movement rules:
>purple circle is the AoE, cross in the middle of it is what you cast
>light-purple zone is the dimension shift territory
>red flag is the enemy, green flag is the ally
>enemy being airborne, like jumping or flying inside the dimension shift will bring it to the center of it instead
>enemy moving inside at an angle will have its speed changed based on vector formulas
>enemy who isn't moving will be moved towards the center
Shooting rules:
>Ally 1 can harm Enemy 1
>Ally 1 can't harm Enemy 2
>Ally 2 can't harm Enemy 1
>Ally 2 and Enemy 2 can harm each other
Please tell me it didn't just become even more confusing.
>BONUS ROUND
What if upon placement the AoE acted like a Vacuum from Dota2 instead (brings all enemy within AoE to the center)? So enemy entering the AoE will suffer these effects, while those present within AoE upon cast are brought towards the center right away?
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