One thing I've enjoyed working on lately has been coming up with creature moves for our game!
The main rule we have here is that they can't in any way heal creatures as that's of course something reserved for our healers/trainers, but other than that we've been going quite wild in things they can do. Especially since the game is created from scratch, even the craziest ideas can be implemented and after some testing make sure that they are working as intended!
I wanted to take some time to discuss some of them here in this post to give you an idea of what you can expect!
For those of you completely new to @holozing, it'll be a turn based game where trainers have healing abilities and creatures have damage dealing abilities. Healers can also do abilities that buff their friendly creatures while creatures can do abilities that place debuffs on enemy creatures (although some times buffs as well*).
For instance, let's take one of our special healing abilities that all Ocean classes will learn early on: Healing Rain. This ability makes it rain on your side of the arena and at the start of the turn it will heal your creature for base +50 Health Points.
Let's get into some specifics with this healing ability. Base +50 HP means that the minimum amount it will heal a creature is +50 HP considering no status effects on your creature. If your healer has additional + Healing Power, this affects the base healing amount, for instance if you have +10 Healing Power from some of your items equipped on your healer, this may increase the heals per turn to +55 rather than just +50.
This is also a "area heal" ability, and it will heal for a random amount of turns with the minimum being 3 and max being 5 starting from next turn since it only heals at the beginning of a turn. So after casting this heal, nothing else happens that turn, but once the next turn starts, before creatures have made their moves (apart from some speed-boosted moves), Healing Rain will heal your creature +50 HP before creatures make their moves.
The way this healing ability is special is that it also heals your next creatures as long as it's still active, while active your current creatures in the arena will receive a "buff" icon that let's them know they'll get healed and for how many turns are left of that to make it easy for players to keep track of their own buffs as to not needlessly cast another healing rain while one is active, etc. It also gives you an advantage in the events where you want to save one creature from fainting by switching in another one, since switching will cost you 1 turn and usually also happens before enemy creature gets to do their move that turn, this means that when you take out your new creature - enemy creature will attack it but then right as the new turn begins you get a heal potentially back to full health from healing rain!
As you can see, already at the lower levels the way healing abilities will work will give players some strategies to work with and that's kind of the thought process we've been working on to make creature moves similar as well. This'll give players who have more experience with the game and learn what all abilities do and how they work exactly an edge!
Buff and debuff icons will look like this in-game:
Upon mouse-over or on mobile clicking on them, this text will appear to give players more info on what the buff or debuff does:
So for Healing Rain, this would have a different icon respectful to the ability and the number + t basically means how many turns are left of the buff or debuff being active! With the example above meaning that for another 2 turns the enemy creature will deal 15% less damage.
Ever since we've implemented our hybrid creature move logic into the game, we've also been experimenting with moves that partially do normal/physical damage and partially special type damage, as example: Fire Punch. This move will do 60% normal-type/physical damage while 40% of its damage output will be of fire-type, depending on the type of creature you're fighting, 40% of the special damage will either do less or normal or increased damage to it.
We have also been experimenting with "stacks" making things easier to understand for players using the buff and debuff icons, for instance our Grass-type creature move "Sap" will increase the level of defense it lowers of the enemy creature per turn. Starting off at -5%, then increasing 5% per turn up until turn 3 at a max -15% defense, stay there for 2 turns then gradually decrease again at 5% intervals. To make this easier to understand for players, the debuff icon on mouseover would just say "decreases creatures defense by 5%" but then inside the icon you'd see the number of stacks this debuff has gone up with, in this case at max efficiency you'd have it show the number "3" meaning that there's 3x -5% defense debuffs active on the enemy creature which is when you should use your biggest damage dealing moves for max output!
Anyway, as we're working on more special moves and playing around with what they'll do, from decreasing enemy creature's speed, defense, attack, crit chance, etc, it's been a lot of fun coming up with things that may seem quite complicated but are made possible as everything is created from scratch and we can implement them.
The fun part will be to balance them all so none of them is too unfair in comparison with which creature uses them along with a healer, their synergies and resistances in the mix, etc.
Lots of things still to do and the pace has been decent lately but we're definitely looking forward to releasing an alpha here soon as getting more opinions from testers will help speed things along and make the game even more fun for the beta release!
Thanks for reading, the screenshots above are taken directly from the game, btw. We still haven't created a Holozing specific UI for the game yet but that's definitely something we wanna do before beta release!
Banner created by @julsdraws, sending some beneficiaries that way!
Balancing and balance testing sounds like it is going to be a herculean task - thinking through possible mechanics.
Side note this may be the nerdiest post I read all day, well done.
!PIMP PIZZA !SLOTH
Looks great and logical. But, I'd love to see the creatures in action and find out how the logic behaves and helps player. It's mind-bending BTW.
The balancing will be fun, hopefully not too many Yodin Zaku moments get through 😅
Nice sneak peek screenshots from ingame 🤗
It sounds like there are a going to be a lot of metrics that we are going to have to learn when things are finally launched. I have a feeling I am going to be on the struggle bus for a while. It seems quite complex!
Ehh if you can figure out Diablo and POE you'll have an easy time with this one!
I'm sure these will be constantly changing things as no matter how much you plan for it people using it will find the loop holes or weak points lol. That's actully a good thing though as it keeps the game dynamic and moving.
It seems like a great game. If I don't have experience. I will try. It seems a little difficult to understand the content and everything. Good luck
This sounds too interesting especially the buff icon that informs you when you will be healed so you don't waste another healing rain and the change that costs you 1 turn is also great.
Those who are familiar with the small details of the game seem to have an advantage over others. The visuals look quite impressive. It will increase the quality of the game.
This game will really come out the best with the kind of techniques that will be involve in it and I be appreciate the work been put to it.
My times of comics, I'm talking about since 1960 when I was just a child. And they will never disappear, how nice that it is reflected in such a distinguished publication. Best regards. Best wishes.
https://inleo.io/threads/view/omarrojas/re-leothreads-3341ruefy?referral=omarrojas
Rain, rain, and more rain pls. 😉😁👊 GO GREEN TEAM!!
Just throwing an idea, how about an ability that like counters the rain healing?
Can you get your issues with hivewatchers sorted, btw? Them going around being nitpicky to also downvote your genuine comments comes off quite cringe to the platform.
Yea i find it stupid to downvote comments if one contribute to discussion in a fair way, I've also set all my last posts on burn rewards, the thing is, they are not gonna change attitude on this as long as their proposal is supported... Not sure something can be done beside start a fresh new account tough
Sure although PVP abilities will be something we'll focus on a bit later. We also have some ideas for healer secret abilities that won't let the other healer know what they used until they get triggered. Think secrets in hearthstone for example.
That would be good too... One can get lot of ideas on this
Excellent.
This approach of the game design is really very exciting and creative! I'm really impressed how you have balanced the damage and healing mechanics to make each role feel unique and impactful. The detail around "Healing Rain" adds a lot of strategy to the gameplay—planning ahead for the delayed heals and the variability in turns really gives healers a dynamic role.
Are you using AI?
!PIZZA
$PIZZA slices delivered:
(2/10) @danzocal tipped @acidyo
I will try to compete, thank you for this great idea.
The last time I played a game was two years ago; I played Mobile Legends, and my favorite character was Layla. I am new here and I think this is an interesting game.
"The thought process behind designing moves for the game is truly impressive! Especially the freedom to experiment with unique ideas makes the game more distinctive and exciting. Looking forward to your future updates!"
I appreciate you
You are working tirelessly on this game and it has a lot to offer, my own is that it gives me joy each time I read about holozing game creatures and their abilities
Thanks for the update! Always interesting to read about the progress of the game!
i am happy that you used my art as the thumbnail for this post, thank you for the rewards as well