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Game: all (Change)Type: all (Change)
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The Suggestion...
♦Keys & doors for more dynamic map designs
♦Destructible doodads to hide items in
♦Traps/more spider-like enemies
♦New 'ultimate' spell that has a recharge (By x time, x enemies killed or x screens cleared)
♦Enemies that are strong/weak against certain spells
♦Enemies that 'react' & change in some manner when they reach x% of health
♦Ability to add properties to enemies (More dmg, more health, larger/smaller size, stun resistent etc.)
♦Friendly wizards reviving instead of having to find another
♦New way to add monsters to the monster summon spell: pieces of parchment the player can pick up, w/ the monster's icon that it'll summon on it.
Comments
Keys & doors - not a bad idea, I guess.
Destructible doodads to hide items - possibly as an easter egg sorta thing, but it might be quite counterintuitive.
Traps/more spider-like enemies - a good idea.
New 'ultimate' spell - I'll say no to this one. It's a tad difficult to do, but it also lets the player to remove a part of the game's difficulty. It's also something which complicates the game, I think.
Enemies that are strong/weak against certain spells - Nah.
Enemies that 'react' & change in some manner - requires a lot of resources to do (new gfx/ideas), but it would be interesting.
Ability to add properties to enemies - this is already possible in Merlin Open, which you assumedly used to create the map. Go to the casts folder and edit away! Remember to start the slow-load version of the game once.
Friendly wizards reviving instead of having to find another - what, too easy.
New way to add monsters to the monster summon spell - I prefer the way it is now, the spell would need major buffs to make this worthwhile in a game where you have half a dozen summon spells. Instead, I'd opt for making new spells.
Destructible doodads to hide items - possibly as an easter egg sorta thing, but it might be quite counterintuitive.
Traps/more spider-like enemies - a good idea.
New 'ultimate' spell - I'll say no to this one. It's a tad difficult to do, but it also lets the player to remove a part of the game's difficulty. It's also something which complicates the game, I think.
Enemies that are strong/weak against certain spells - Nah.
Enemies that 'react' & change in some manner - requires a lot of resources to do (new gfx/ideas), but it would be interesting.
Ability to add properties to enemies - this is already possible in Merlin Open, which you assumedly used to create the map. Go to the casts folder and edit away! Remember to start the slow-load version of the game once.
Friendly wizards reviving instead of having to find another - what, too easy.
New way to add monsters to the monster summon spell - I prefer the way it is now, the spell would need major buffs to make this worthwhile in a game where you have half a dozen summon spells. Instead, I'd opt for making new spells.
I'd be down for making the "ultimate spell" a joke, and have it do absolutely nothing.
I'd also like to just make a couple of different summon spells, rather than picking up specific folks. It ties in better with the spell dropping system better.
It should be doable to change up the ai when things get low on health, like having them run away, or be more aggressive or something.
> destructible doodads
I suddenly realize how to do the sorcerers turning into wizards.
I'd also like to just make a couple of different summon spells, rather than picking up specific folks. It ties in better with the spell dropping system better.
It should be doable to change up the ai when things get low on health, like having them run away, or be more aggressive or something.
> destructible doodads
I suddenly realize how to do the sorcerers turning into wizards.
Not to mention that we don't know whether Merlin is a carry or support.
"Ability to add properties to enemies - this is already possible in Merlin Open"
Dont the modifications you make effect all the enemies on your map, or is there someway to make a new unit? And sorry I wasnt more clear, I meant that you should be able to modify properties of units via map editor that way you can choose to have more unique units on your map.
Dont the modifications you make effect all the enemies on your map, or is there someway to make a new unit? And sorry I wasnt more clear, I meant that you should be able to modify properties of units via map editor that way you can choose to have more unique units on your map.
The ability to alter enemies isn't really there on a per map basis. If you alter the files the way megaman4ever suggests you would also need to the ship the changed files and game engine with the map to anyone who wanted to play it.
If you sent the map in to me to put in the Merlin Created section, the changes would obviously be reverted unless I incorporated them. And if I did that, it would change it for all maps as you say.
If you sent the map in to me to put in the Merlin Created section, the changes would obviously be reverted unless I incorporated them. And if I did that, it would change it for all maps as you say.
Ah, on a per-enemy basis.. ..That isn't possible yet, yeah.
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A few Ideas