Concept: GENERAL UNIT

Concept: GENERAL UNIT

The General Unit is a mobile factory that manufactures and spreads the Robot-Zombie Virus by launching “Germs” from the top of its body. While not an innately aggressive enemy, the General can use its close range defensive forcefield to inflict damage on players who gamble too closely.

Theoretical Features:

  • Slow moving enemy unit
  • Defensive forcefield can absorb large amounts of damage
  • Forcefield can inflict damage upon contact
  • Can be disabled without being destroyed
  • Patrols, does not seek
  • The rate of “Germ Launching” is variable and unpredictable
  • Does not jump
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Concept:  ROBOT-VIRUS SPREADING GERM

Concept: ROBOT-VIRUS SPREADING GERM

The Robot-Virus Germ is launched from the top of a General Unit. Its goal is to spread the virus from innately robotic enemies to infectable environmental elements. Once launched, the Germs rain down slowly offering players the opportunity to destroy them before they can contact the ground or other features that might spawn additional hazards. If allowed to touch the player, Germs can inflict severe damage by way of an amazing blue explosion.

Theoretical Features:

  • Spawned from General Units
  • Infects environmental elements possibly spawning additional enemies or hazards
  • Can be destroyed while airborne
  • Can inflict direct damage on the player
  • Falls slowly. The rate of descent can be adjusted with the difficulty level.

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Concept:  DEATH ROOTS

Concept: DEATH ROOTS

Another possible tree mutation, Death Roots violently shoot upward catching careless heroes in a spikey trap of doom. Their exact behavior is TBD. Do they spring up one root at atime? Do they constantly pop up and down “whack-a-mole” style? Can they be destroyed?

Theoretical Features:

  • Surprise Attack
  • Melee Damage
  • Possible Electrocution Damage
  • Dynamic Root-Spike Generation/Animation
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The Rocket Launcher

The Rocket Launcher

The rocket launcher is a heavy weapon that fires devastatingly explosive projectiles with large amounts of splash damage. Only capable of holding a single rocket in the chamber, the time between firing is lengthy as a reload is necessary after every shot. Because of the weapon’s size and weight, a heroe’s maneuverability is drastically reduced while the weapon is equipped. However, if timed properly, the rocket launcher’s large recoil might be used to boost a player’s jumping height.

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Concept: TAGSAW FLOWERS

Concept: TAGSAW FLOWERS

The happy glow of the “Tag Flowers” (title pending) morphs into a terrifying sight upon robot-zombification. The flowers start to spin erratically creating a frightening illuminated saw of death. As if compelled by some an unknown intelligence, the tag saw stretches and leans towards nearby heroes making them very scary.

Theoretical Features:

  • Light emitting. Pretty.
  • Sparks on contact.
  • Extremely deadly.
  • Requires each flower petal to be shot individually before it becomes completely incapacitated.
  • Can be incapacitated with “slowing” or “biological” weapons.
  • Reaches toward player… Like a magnet.
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Concept: BRADBERRY BUSH

Concept: BRADBERRY BUSH

A seemingly harmless shrub in its natural state, the Bradberry Bush swells into a volatile blob of poison gas sacks upon infection. If touched or shot, the sacks explode releasing their harmful contents.

Theoretical Features:

  • Swelling, pulsing and glowing animation.
  • Explodes on even the smallest contact.
  • Poison gas causes damage over time or a debilitating debuff (slow, loss of weapon, loss of aiming control, etc.)
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