Post by Node on Mar 24, 2020 3:20:59 GMT
Hello there,
I am Node and I got some units to show you today as well as give suggestions for their use in game.
First up I have the Serous Sapling (Order: Neutral, Attack, Move, Death)
My suggestion for the use of the Serous Sapling would be as some sort of wall with a keyword similar to build, where they grow into the Serous Tree after a few turns. They would likely have low attack and moderate hp, something like 1 attack 5 health, and be obtainable early game through some sort of spell to plant 2 or 3 of them. Because the Serous Tree would be rather powerful late game, it will be balanced by the inability to move unless given a spell similar to Winter's Wake, which in duelyst allowed walls to move.
Next up, I've got the Serous Tree (Same Order)
My suggestion for the Serous Tree would be to grow/build from the Serous Sapling after a moderate amount of turns, and would generally be useful late game. Because of this, they would carry considerable stats, along the lines of 4 attack 10 defense, as well as a keyword such as provoke for additional utility for the investment. Although the stats may be rather high for the potential turns it is obtainable, the trade-off would be the inability to move without a specific spell, which would be an attribute shared by the sapling.
And last but not least, I have the Serous Vessel (Same order once again)
Finally I have the Serous Vessel, who would be related to the Serous Tree and Sapling through design and lore. Because of this relationship, the Vessel would be able to benefit from the presence of the Serous Tree and Sapling. My suggestion would be to allow the Vessel to heal 1 health per sapling on the field every turn and 2 health per turn for each tree on the field, and it would heal 1 hp to each sapling or tree per turn. Granted, this ability will never take the vessel or a tree over its maximum health. The vessel would have moderate damage and high health, being a later turn expensive card. My suggestion for its stats would be 4 attack and 10 health, identical to the serous tree. Unlike the serous tree, however, it would be able to move without the use of spells. Overall, these three cards would work hand in hand with one another in order to create a rather effective tool on the board while also being balanced by turn and movement limitations to not be broken.
Anyway, that's all I have for today. These sprites have taken quite awhile since I've just gotten into animation, but I plan to design more units in the future. Below, I will give the sprite sheets for each of the units for whenever they are implemented. Each sprite is a 90x90 pixel canvas, in case that is important for separation of the sprites.
Sapling NeutralSapling AttackSapling MoveSapling Death
Tree NeutralTree AttackTree MoveTree Death
Vessel NeutralVessel AttackVessel MoveVessel Death
Anyway, that's all. Thanks for reading~
I am Node and I got some units to show you today as well as give suggestions for their use in game.
First up I have the Serous Sapling (Order: Neutral, Attack, Move, Death)
My suggestion for the use of the Serous Sapling would be as some sort of wall with a keyword similar to build, where they grow into the Serous Tree after a few turns. They would likely have low attack and moderate hp, something like 1 attack 5 health, and be obtainable early game through some sort of spell to plant 2 or 3 of them. Because the Serous Tree would be rather powerful late game, it will be balanced by the inability to move unless given a spell similar to Winter's Wake, which in duelyst allowed walls to move.
Next up, I've got the Serous Tree (Same Order)
My suggestion for the Serous Tree would be to grow/build from the Serous Sapling after a moderate amount of turns, and would generally be useful late game. Because of this, they would carry considerable stats, along the lines of 4 attack 10 defense, as well as a keyword such as provoke for additional utility for the investment. Although the stats may be rather high for the potential turns it is obtainable, the trade-off would be the inability to move without a specific spell, which would be an attribute shared by the sapling.
And last but not least, I have the Serous Vessel (Same order once again)
Finally I have the Serous Vessel, who would be related to the Serous Tree and Sapling through design and lore. Because of this relationship, the Vessel would be able to benefit from the presence of the Serous Tree and Sapling. My suggestion would be to allow the Vessel to heal 1 health per sapling on the field every turn and 2 health per turn for each tree on the field, and it would heal 1 hp to each sapling or tree per turn. Granted, this ability will never take the vessel or a tree over its maximum health. The vessel would have moderate damage and high health, being a later turn expensive card. My suggestion for its stats would be 4 attack and 10 health, identical to the serous tree. Unlike the serous tree, however, it would be able to move without the use of spells. Overall, these three cards would work hand in hand with one another in order to create a rather effective tool on the board while also being balanced by turn and movement limitations to not be broken.
Anyway, that's all I have for today. These sprites have taken quite awhile since I've just gotten into animation, but I plan to design more units in the future. Below, I will give the sprite sheets for each of the units for whenever they are implemented. Each sprite is a 90x90 pixel canvas, in case that is important for separation of the sprites.
Sapling NeutralSapling AttackSapling MoveSapling Death
Tree NeutralTree AttackTree MoveTree Death
Vessel NeutralVessel AttackVessel MoveVessel Death
Anyway, that's all. Thanks for reading~