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Vault - DESIGN (Confuence)

Vault - DESIGN (Confuence). What does it do? The Vault prevents a small amount of the player’s resources from being stolen when they are raided. Why do we need it?

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Vault - DESIGN (Confuence)

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  1. Vault - DESIGN (Confuence) What does it do? The Vault prevents a small amount of the player’s resources from being stolen when they are raided. Why do we need it? This is primarily a retention mechanism. It allows players to continue playing when they come back to the game, even if they’ve been raided several times between since they last logged on. The second function that this serves is as a resource sink, allowing higher level players to invest a lot of time and resources into upgrading this structure. How do players get one? We give them a level 1 vault for free.  Particularly useful for newbies, plus it acts as another time/resource sink for advanced players. Upgrading the Vault The vault will stand apart from other buildings in the fact that it will cost players an amount of gold as part of the construction cost. This building cannot be demolished or moved from its initial location. More .. https://conflu.digitalchocolate.com:8443/display/Kingdom/The+Vault

  2. Placing - Holy ”Fourtiny”

  3. Area Modifying background – Example adding more cliff (for chambers) and moving big front cliff /trees Size – Red line defines where player can build other (moveable) buildings + Area for the Vault – There is lot’s of space to use and if using also that light green (?) area we can add more elements and animations example for defence of the building ?

  4. How to use space B H - Hiding This is area with sticks, bushes, vines, rocks, = elements which hides the vault’s defence (and maybe one entrance too) H C D B - Bluffing Now we need to confuse the enemy, so let’s build top of the vault some pigfarm, graveyard, monument or so, something different and perhaps also funny. What higher level the building is, more eye-cathcing that structure can be (-cause better defence and vanity of human nature ) C - Chambers Then there is of course chambers where you can see your resource are kept in safe. Either a (barred) holes at the cliff (/fortress) where you can still see some of resources and maybe example animations of carriers. (There could also be ”a secret-exit”, cave to a little boat what would carry treasors safe if needed) OR ”x-ray”/cross section so would see more, and that would grow bigger by levels. Should think how this would fit into game style used with buildings this far. (NEXT SLIDE - some examples). D - Defence Vault needs naturally heavy defence and not like walls, keep or watchtower, these soldiers lean more on sneak attack – > so they are hiding behind bushes with armory and perhaps traps. (There could be also wire or bridge to carry more resources into chambers) which could be example easily destroyed if needed. )

  5. Chamber / bluffing area (C & B) - X-ray

  6. Upgrade stages - 01-05(+4) – examples 04 01 H - Adding wines, maybe some trees B - Ruins D - Two guards, fancier trap , more weapons C - Depends is it x-ray or cliff/fortress -view H - Sticks, leaves, rocks B - Dunghill D - One moderest guard/dude, C - Depends is it x-ray or cliff/fortress -view 02 05 H - Bushes, rocks B - Well D - One better guard C - Depends is it x-ray or cliff/fortress -view H - Adding some fancy statues B - Tomb, graveyard D - Three (if space) guards C - Depends is it x-ray or cliff -view 03 +4 - Small difference between roofs and walls - textures, also details H - Bigger bushes, laundry drying ropes,.? B - Pigfarm D - Two guards, trap behind bushes C - Depends is it x-ray or cliff/fortress -view

  7. Reference pictures Reference pictures here if needed

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