2013-03-08, 09:54 PM
Hm. Something on Reddit gave me an idea...
I kinda want to make a Dota racing kart game. I have no idea if it's been done before.
But I'm having all these great ideas. I want the map editor to come out so I can do this without it being super glitchy. I don't want to wreck my client by doing this.
Currently my thinking involves this:
I kinda want to make a Dota racing kart game. I have no idea if it's been done before.
But I'm having all these great ideas. I want the map editor to come out so I can do this without it being super glitchy. I don't want to wreck my client by doing this.
Currently my thinking involves this:
Spoiler
have powerups on the ground that can be picked up (basically using the rune mechanics) and give skills with a limited number of uses, using the mystery skill mechanics from naked greevils during Greeviling. remains to be seen if I can alter the skills that are given there because I want to use more including item actives like those of Scythe of Vyse, Eul's Scepter of Divinity, Abyssal Blade, Force Staff, Diffusal Blade, Dagon, Orchid Malevolence (probably having this silence disable item actives), Rod of Atos, Black King Bar, Shiva's Guard, Manta Style (or just have this be illusion rune...), Phase Boots (or probably just Haste rune with modifications), Ethereal Blade, Shadow Blade, and I might see if I can make any tweaks to the passive from Linken's Sphere so that it is an active.
I'm also considering giving the racers natural skills. I don't know if one or two would be best but I don't think more would be appropriate.
the ones I've been considering are
Clockwerk's Power Cogs
Clockwerk's Hook Shot
Centaur Warrunner's Stampede
Earthshaker's Fissure
Tusk's Ice Shards
Tusk's Snowball
Kunkka's X Marks the Spot
Beastmaster's Primal Roar
Spirit Breaker's Charge of Darkness (non-global)
Slardar's Sprint (...?)
Pudge's Meat Hook
Lycanthrope's Shapeshift (maybe visually edited, basically serving as a GOTTA GO FAST button. this could serve for Alchemist's Chemical Rage as well, maybe Lone Druid's True Form too)
Juggernaut's Omnislash
Mirana's Sacred Arrow
Morphling's Waveform
Vengeful Spirit's Nether Swap
Gyrocopter's Homing Missile (maybe have it accelerate? It'd never catch most enemies...)
Naga Siren's Song of the Siren
Naga Siren's Ensnare
Bloodseeker's Rupture (hehehehehehehe)
Razor's Unstable Current OR Nyx Assassin's Spiked Carapace
Viper's Viper Strike
Weaver's Shukuchi
Weaver's Time Lapse
Slark's Pounce
Spectre's Spectral Dagger
Puck's Illusory Orb and the associated Ethereal Jaunt
Windrunner's Shackleshot
Windrunner's Windrun
Shadow Shaman's Mass Serpent Ward
Nature's Prophet's Sprout
Nature's Prophet's Wrath of Nature
Enchantress' Impetus
Ogre Magi's Fireblast (I might have to make Multicast a passive ability that isn't shown for this, that's too cool to pass up)
Ogre Magi's Ignite (same as above)
Disruptor's Glimpse
Disruptor's Kinetic Field
Keeper of the Light's Mana Leak
Lion's Hex (or Shadow Shaman's Hex)
Witch Doctor's Paralyzing Cask
Witch Doctor's Death Ward (MORE LIKE RIKI'S DEATH WARD, NO CHANNELING ON THIS BAMF)
Death Prophet's Exorcism (...maybe. might need some duration reduction so it fits with the pace)
Queen of Pain's Shadow Strike
Dazzle's Poison Touch
Dark Seer's Wall of Replica (illusions behavior is like Spectre's Haunt illusions)
Batrider's Sticky Napalm (possibly increase damage/effects per stack)
Batrider's Firefly
Batrider's Flaming Lasso
Ancient Apparition's Ice Blast (possibly with different effects on the blast, dunno)
Invoker's Ghost Walk
Invoker's Ice Wall
Invoker's Deafening Blast
Shadow Demon's Demonic Purge
Visage's Grave Chill
anyhow, I'd probably mix and match and change some stuff around to make each rider
I don't even know where to start
ooh, forgot to mention this, I'm considering using the Greeviling river terrain as the main track and putting some trees around it with some paths in there (for people with force staff or flame break or whatnot).
I'm not sure if I want to incorporate mana as a concept and I'm not sure on how I want to make health work
I could make some spells do damage but should they OHKO? Should heroes/riders have the ability to get defensive options?
heck should the riders even be able to attack each other outside of spells? would that make the heroes with strong damage abilities too strong? would balancing that make the heroes with strong utility spells too strong?
and what the hell are they going to be riding? should I start with heroes who already seem like they have mounts, like Alchemist, Keeper of the Light, Chaos Knight, Centaur Warrunner (...kinda), Abbadon when he comes, Skywrath Mage when he comes, Timbersaw, Mirana, Luna, Gyrocopter, Chen, Disruptor, and Batrider? or should I go through the inevitable process of changing the heroes' visuals and making them able to ride a mount and make mounts for them all? because if this is going to go very far either I'm going to have to learn how to do graphic design stuff like this or I'm gonna need someone who can do this for me.
should I make obstacles? I could have a couple Roshans or Warlock Golems spawn somewhere and have them chase people a bit
I could have a meteor shower (literally a bunch of Invoker's Meteors) somewhere
I could have a rockslide somewhere
I could have a changed magnus model try to area cast Skewer
I could have basically a wall with skinny holes in it that would slow your time down incredibly unless you came at it with the exact right angle (remember this is greeviling ice path)
I could have "forest guardians" in the woods that you would have to avoid (likely with something like a Kunkka Torrent, Lina Light Strike Array, Leshrac Split Earth, Jakiro Ice Path, or whatever delayed stun/knockup skillshot you can think of) or get your ass kicked but if you avoided them your time would be significantly faster for some heroes
man I'm loving this idea
hmm I actually have no idea how to do the finish line function at ALL
I know I could probably code the starting function by using an Earthshaker Fissure with modified duration
I also have no idea how to go about coding the rider select process
hmm, something to think about.
have powerups on the ground that can be picked up (basically using the rune mechanics) and give skills with a limited number of uses, using the mystery skill mechanics from naked greevils during Greeviling. remains to be seen if I can alter the skills that are given there because I want to use more including item actives like those of Scythe of Vyse, Eul's Scepter of Divinity, Abyssal Blade, Force Staff, Diffusal Blade, Dagon, Orchid Malevolence (probably having this silence disable item actives), Rod of Atos, Black King Bar, Shiva's Guard, Manta Style (or just have this be illusion rune...), Phase Boots (or probably just Haste rune with modifications), Ethereal Blade, Shadow Blade, and I might see if I can make any tweaks to the passive from Linken's Sphere so that it is an active.
I'm also considering giving the racers natural skills. I don't know if one or two would be best but I don't think more would be appropriate.
the ones I've been considering are
Clockwerk's Power Cogs
Clockwerk's Hook Shot
Centaur Warrunner's Stampede
Earthshaker's Fissure
Tusk's Ice Shards
Tusk's Snowball
Kunkka's X Marks the Spot
Beastmaster's Primal Roar
Spirit Breaker's Charge of Darkness (non-global)
Slardar's Sprint (...?)
Pudge's Meat Hook
Lycanthrope's Shapeshift (maybe visually edited, basically serving as a GOTTA GO FAST button. this could serve for Alchemist's Chemical Rage as well, maybe Lone Druid's True Form too)
Juggernaut's Omnislash
Mirana's Sacred Arrow
Morphling's Waveform
Vengeful Spirit's Nether Swap
Gyrocopter's Homing Missile (maybe have it accelerate? It'd never catch most enemies...)
Naga Siren's Song of the Siren
Naga Siren's Ensnare
Bloodseeker's Rupture (hehehehehehehe)
Razor's Unstable Current OR Nyx Assassin's Spiked Carapace
Viper's Viper Strike
Weaver's Shukuchi
Weaver's Time Lapse
Slark's Pounce
Spectre's Spectral Dagger
Puck's Illusory Orb and the associated Ethereal Jaunt
Windrunner's Shackleshot
Windrunner's Windrun
Shadow Shaman's Mass Serpent Ward
Nature's Prophet's Sprout
Nature's Prophet's Wrath of Nature
Enchantress' Impetus
Ogre Magi's Fireblast (I might have to make Multicast a passive ability that isn't shown for this, that's too cool to pass up)
Ogre Magi's Ignite (same as above)
Disruptor's Glimpse
Disruptor's Kinetic Field
Keeper of the Light's Mana Leak
Lion's Hex (or Shadow Shaman's Hex)
Witch Doctor's Paralyzing Cask
Witch Doctor's Death Ward (MORE LIKE RIKI'S DEATH WARD, NO CHANNELING ON THIS BAMF)
Death Prophet's Exorcism (...maybe. might need some duration reduction so it fits with the pace)
Queen of Pain's Shadow Strike
Dazzle's Poison Touch
Dark Seer's Wall of Replica (illusions behavior is like Spectre's Haunt illusions)
Batrider's Sticky Napalm (possibly increase damage/effects per stack)
Batrider's Firefly
Batrider's Flaming Lasso
Ancient Apparition's Ice Blast (possibly with different effects on the blast, dunno)
Invoker's Ghost Walk
Invoker's Ice Wall
Invoker's Deafening Blast
Shadow Demon's Demonic Purge
Visage's Grave Chill
anyhow, I'd probably mix and match and change some stuff around to make each rider
I don't even know where to start
ooh, forgot to mention this, I'm considering using the Greeviling river terrain as the main track and putting some trees around it with some paths in there (for people with force staff or flame break or whatnot).
I'm not sure if I want to incorporate mana as a concept and I'm not sure on how I want to make health work
I could make some spells do damage but should they OHKO? Should heroes/riders have the ability to get defensive options?
heck should the riders even be able to attack each other outside of spells? would that make the heroes with strong damage abilities too strong? would balancing that make the heroes with strong utility spells too strong?
and what the hell are they going to be riding? should I start with heroes who already seem like they have mounts, like Alchemist, Keeper of the Light, Chaos Knight, Centaur Warrunner (...kinda), Abbadon when he comes, Skywrath Mage when he comes, Timbersaw, Mirana, Luna, Gyrocopter, Chen, Disruptor, and Batrider? or should I go through the inevitable process of changing the heroes' visuals and making them able to ride a mount and make mounts for them all? because if this is going to go very far either I'm going to have to learn how to do graphic design stuff like this or I'm gonna need someone who can do this for me.
should I make obstacles? I could have a couple Roshans or Warlock Golems spawn somewhere and have them chase people a bit
I could have a meteor shower (literally a bunch of Invoker's Meteors) somewhere
I could have a rockslide somewhere
I could have a changed magnus model try to area cast Skewer
I could have basically a wall with skinny holes in it that would slow your time down incredibly unless you came at it with the exact right angle (remember this is greeviling ice path)
I could have "forest guardians" in the woods that you would have to avoid (likely with something like a Kunkka Torrent, Lina Light Strike Array, Leshrac Split Earth, Jakiro Ice Path, or whatever delayed stun/knockup skillshot you can think of) or get your ass kicked but if you avoided them your time would be significantly faster for some heroes
man I'm loving this idea
hmm I actually have no idea how to do the finish line function at ALL
I know I could probably code the starting function by using an Earthshaker Fissure with modified duration
I also have no idea how to go about coding the rider select process
hmm, something to think about.

