Should I make water magic automatically use the ice shield? (aka water has 100% shield reduction)
Yes
No
0voters
What I mean by this is that whenever you press [F] to activate shield while your current element is water (at least what element the server recognizes you have), should it automatically use the ice shield which is better?
If yes, this means water technically has 100% shield damage reduction. If no, this means players will have to remember to press [Y] before activating their shield.
Whenever you toggle your element from water to ice or back, you tell the server to change your element by firing a RemoteEvent. This is the same route/mechanism used whenever you choose your element upon spawning.
Normally, you canāt change your element after you spawn (even if you use hacks, I added a preventive measure). However, I hardcoded an exemption from the server if youāre trying to change your element to ice from water or vice versa.
The element data (StringValue parented to player instance) is actually different when you switch from water to ice.
this is what floraās poison disorienting effects looks like (i might still add more)
also i might add 2 new spells: zone and ram
Zone
The zone spell allows you to summon a block made of your element lingering in the air. Do whatever you want with it. You can keep the block active for as long as you have enough mana. Press H to activate. If you press H while you have a zone spell active, itāll remove that block and stop the spell. Press H again to place the block in a new position. You canāt spam this spell.
For water, ice, terra, wind, flora, and fauna, you spawn a collidable block in the air. You can stand on it or use it as a weird shield.
For fire, lightning, and equinox, the block is a damage zone instead. Anyone inside the zone will take damage.
Ram
The ram spell coats your body in magic energy and you fly at very fast speeds to ram your opponent. You donāt lose stamina because youāre mainly flying via telekinetic magic manipulation. This also means that lorewise, one could fly by coating themself in their element and telekinetically lifting it. Fire, lightning, and equinox canāt do this because they arenāt collidable.
im gonna add 2 new spells for the next update: ram and zone (i explained this alr)
Ram
Create a ram out of magic and quickly fly towards your opponents.
If your magic is tangible, youāll gain a noticeable speed boost and your ram will break after hitting one enemy.
If your magic isnāt tangible, youāll gain a very small speed boost and your ram wonāt break after one hit. You could ram as many enemies as you like within a time limit.
Lorewise, intangible magics donāt have a noticeable speed boost because you create and ārideā on magic, almost like telekinetically controlling a certain element.
Zone
Create a lingering block of magic. Do whatever you want with it.
If your magic is tangible, the block of magic is collidable and you can stand on it if you want. It can block projectiles.
If your magic is intangible, the block of magic will become a zone that damages everyone inside it. It also canāt block projectiles. The block of magic will also be larger.
Magic energy will actively drain while a lingering block exists. You canāt spam this. I havenāt decided what shape this will be, but itāll be either a cylinder, cube, sphere, or thin 3d square.
for both of these, each element will gain a new property: tangible (boolean)
You know how bosses have their own armor with their own stats? Who forged it? Iām going to let players be able to make their own armor (feel like a custom made boss?) using different materials, which have their own benefits or drawbacks.
Thereād be different materials with different stats, such as some materials reducing less speed but giving less defense, or making you do more damage.
You can also design the armor drip-wise.
There wonāt be weapons as it wont make sense for their anatomy and theyād be useless.
Ranked
This is a pvp game. Ranked mode is only available at max level. Thereās also a leaderboard haha.
Styles (unsure)
During midgame, you could opt for a style which greatly changes your build and how you use your element.
Potential ideas:
Water:
Cryomancer (hard hitting ice and slowness, (unsure) lose access to using water)
Floodbringer (pressure, aggressive, aoe)
Wavedancer (somewhat calm, defensive, swift)
Fire:
Hellfire (aggressive, aoe, high damage, pressure)
Terra:
Sandstorm (possibly pressure, aoe, medium speed, medium damage, THEREāS SAND IN MY EYES AAAAAAAHHH)
Wind:
Windsurfer (agile, possibly pressure, aoe, speed)
Lightning:
Sniper (damage, few but powerful attacks, possibly speed)
You can only attack players within a certain level range. The ranges are possibly:
1-20, 21-40, 41-60, 61-80, 81-100
Drip
A shitton of accessories, and possibly the option to outright sculpt your own ones. There would be no limit to how many accessories you can wear if I could make that, although I should probably have one if someone decides to wear like 1000+ and lag the game. If there is a limit, itād be like 12.
Races (quite explained)
Players can pick 1 of 4 races, which are classified into 2 groups.
Group 1 (i need a name): bird-humanoids, bat-humanoids
normal health
glide-flight
normal stamina
Group 2 (i need a name): butterfly-humanoids, mosquito-humanoids
0.5x health
full 360 flight (just like in current winged warriors combat demo)
Should Winged Warriors be a battlegrounds type game or an rpg?
Battlegrounds
RPG
0voters
Battlegrounds
There is no grinding needed. Everyone is max level. Everything is free. You can easily switch up your character/build in a few steps. You can also make any armor you want, with all the materials already being provided.
RPG
You will start from level 1 and have to level up in this 99% PVP game. You are dependent on other players existing to progress, just like Rogue Lineage (you literally canāt progress to max with singleplayer as you are FORCED to pvp for alignment). There is no permadeath and there is a PVP shield preventing high level players from attacking lower level ones.
You will also have to gather materials you need to make armor, which is mostly vital for a good build.