Like a bad entry in a Hollywood franchise, Warden refuses to die. It really is it's own unkillable B-movie monster, in a sense. That being said, I've been thinking about it and I'm gonna
JUST DO IT NOT LET MY DREAMS BE DREAMS take another shot at it from scratch, hopefully avoiding the pitfalls I fell into last time I tried this.
Where gonna make this hapen.
OverviewFor those of you who weren't around for the ride last time, Warden is a multiplayer survival-horror game that pits one player (controlling a demon) against all the other players (controlling the titular Wardens). Each game is over when either all of the Wardens are dead or all of the demonic altars have been consecrated. However, each time an altar is successfully restored, the demon shifts into a new, completely different form. In order to survive, the Wardens will need to understand what they're up against before it can catch them off guard.
ObjectivesThe demon's goal is to kill all of the Wardens. The Wardens' goal is to cleanse the evil altars scattered across each map.
The Wardens
The Wardens are split into three classes: the Vindicator (formerly the Tank), the Abjurer (formerly the DPS), and the Seer (formerly the Seer. Still the seer now, but he was then too).
The Vindicator's job is to keep the demon away from his teammates. He wields a fiery lasso and a short-ranged blast of flame with high knockback. In addition, the Vindicator can place Shield Wards: proximity mines that create an impassible barrier of - you guessed it - fire! Fire is a big thing for the Wardens.
The Abjurer is the team's glass cannon. With his long-ranged and high-damage attacks, he's the only one who can reliably force the demon back into the shadows. He can also place Explosive Wards, which cause high damage and high knockback when triggered.
The Seer can use darkvision, which allows him to both see through the blackest of shadows and uncover the demon's tracks and wards, but only within a short radius. Each demon form leaves a trail in one way or another, making the Seer invaluable for spotting traps. To support his teammates, the Seer can place Slow and Blind Wards, which (as you might expect from the names) temporarily slow and temporarily blind the demon when triggered.
The Demon
The demon is bound to the material world by multiple altars tucked away in the dark corners of each map. Each time an altar is destroyed, the demon 'dies' and respawns in a new form, wielding powerful new abilities in its hunt for the Wardens.
In general, each form has two phases: the preparation phase, and the attacking phase. During the preparation phase, the demon is incorporeal and cannot be seen by the Wardens, allowing it to prepare fiendish traps before attacking. During the attacking phase, the demon manifests (with various failsafes to prevent them from spawning on top of a Warden) and begins its hunt in earnest. The attack phase has a timer, and when that timer hits 0 seconds, the demon returns to the preparation phase. The time left in the attack phase can be reduced by the Wardens dealing damage to the demon - meaning that the Abjurer can significantly reduce the amount of time the demon has left to attack before it needs to recuperate.
All of the following forms are tentative at best. After considering the areas Warden's monsters seemed to fail during testing last time, I've tried to make the forms both more distinct and more fun to play (both as and against).
The Mimic
Preparation Phase: During the preparation phase, the Mimic places a multitude of inanimate objects around the Wardens. It can teleport to and hide within any of the props it places, as well as place pairs of Repeater Sigils. When triggered, the first sigil teleports the unfortunate Warden to the second sigil's location, allowing the Mimic to both split the team and keep at least one Warden trapped in its minefield of props.
Attack Phase: When attacking the Wardens, the Mimic can leap out of any of the props it placed during the Preparation Phase (the prop in question is destroyed by doing so) and set upon our heroes. After taking damage, the Mimic will be forced back into a different prop and repeat the cycle. This form is the demon's weakest, but it makes up for it by being able to rapidly attack the Wardens from many directions.
The Mimic has two timers during the attack phase, both of which are decremented by taking damage. Timer 1 tracks the total amount of time left in the attack phase. Timer 2 tracks how long the Mimic has left until it's forced back into a prop.
The Mimic tracks the Wardens by always knowing where they are, predicting where they will head next, and preparing traps.
The Banshee
Preparation Phase: The Banshee's preparation phase is unique in that the Wardens can see the Banshee during the phase. In this form, the demon appears to be a floating, crying woman in white, and can track the Wardens using a form of echolocation. When the Banshee cries out, any moving players become visible through walls - leaving the Wardens with a very short window of opportunity to progress before they must freeze in place.
Attack Phase: This is the most powerful form the demon has. The Banshee's screams deal tremendous damage, can hit from a distance, and are difficult to avoid. However, the Banshee's attack phase is relatively short to compensate for this.
The Hound
Preparation Phase: The Hound can place Baying Sigils, which can be activated at-will during the Attack Phase. Baying Sigils play the Hound's howling sound effect (which the Hound can also play at-will during the Attack Phase), useful for either herding fleeing Wardens towards the demon or for tricking Wardens into thinking the demon is in a different location.
Attack Phase: In this form, the Attack Phase's timer does not decrement automatically. The Hound can only be forced back into the Preparation Phase via direct attacks.
The Hound tracks by scent trails, which Wardens leave behind when walking. The Hound cannot climb or even jump well, allowing Wardens to take shelter on ledges and rooftops. However, if the Hound stays to puppy-guard (ba-dum, tshhh), it leaves itself vulnerable to both the Abjurer's ranged attacks and the Vindicator's lasso. From there, the Wardens must decide whether to make a break for it (and if so, what their escape strategy is) or to stay and fight.
Questions? Comments? Suggestions? Wondering why I'm still bashing my head up against this game? Let me know! Sorry if the descriptions are worded poorly in this post; it's late and I'm kinda braindead right now.
In the near future, I'll be posting concept art, dumb lore bullshit, and monster ideas as I finish the flowchart. Then... Then the real work begins.
Just a ReminderPrevious version's IndieDB pageWarden was not a small project. It was not an idle pursuit. For the sake of my blood pressure, check out the videos on the IndieDB page and maybe even download the demo to see the state the game was in when it was abandoned before posting anything in the vein of 'think about your limitations/try making a smaller game first'. If you don't, the rustling of my jimmies will echo throughout eternity.