Apocalypse Remix: Help with Mechanics

Hello! I am doing an upgrade of the Apocalypse game mode. I’ve already got some ideas, but mechanics are harder for me to do. Feel free to share any character ideas you have! (This post update baised on feedback)

Mechanics
The Tower in Tower Defense

From my understanding, you just put in a sentry in a prop with a big border, but I would prefer for it to not come to that.

Random Enemy Spawn

I have no clue as to how to spawn random enemies. I don’t want to have to script every round, but I will if it comes to it.

Trader/Shop

While I don’t have the season ticket, I could trade out the trader with a shop. (Might include other things in shop, but it’s too early in development)

Stone Mining

I got this covered. Just some respawnable props to use with a pickaxe. (Another idea, maybe you could craft stone into a more durable wall type?)

Character Selection

While some buttons would work, I prefer a single menu to choose from.

Question Answering

I might switch the answering from movement energy to reload, though I don’t know how it would work for builders.

New Roles
Knockback

This hero uses the gadget in the Knockback game to push enemies back. Pretty basic.

(Explody thing)er

They place an (Explody thing) that explodes after 5 seconds to do splash damage. While a sentry will work for the (Explody thing) itself, I have no clue as to how to do splash damage.
(BTW (Explody thing) is something that explodes with a fuse. It won’t let me put it in. )

Rapid Fire

They fire less damaging projectiles with more projectiles per reload and faster firing rate.

Melee

A combo of the builders close range attack and the tanks damage.

Hunter

Uses slow bow and arrow shots, but can set up traps by collecting crystals.

Engineer

The one who does upgrades by collecting crystals. Could unlock crafting recipes or buffs per round. Enemies drop more crystals if defeated (maybe wrench is gadget?)

These are just the beginning. Feel free to post any tips or opinions (even conflicting ones).

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Idea for a class:
Engineer-Every knockout , grants him money , he can trade money to upgrade himself , upgrades could include , gadget rarity increase , speed boost and damage boost.

Assuming the enemies are sentry’s , sentrys don’t have knockback even if the health type is set to fragility.Also sentrys don’t move so it might be a bit difficult to replicate the enemies moving , like they do in apocalypse.

Props are do not respawn but you could make an illusion of this by using this guide

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Ideas for class:Baker Gadget:P.M.L can go to bakery and buy a better rarity

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Wizard Gadget: wooden wand goes to cauldron to make potions

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Rarity upgrades might be covered by Engeneer

Engineer-Every knockout , grants him money , he can trade money to upgrade himself , upgrades could include , gadget rarity increase , speed boost and damage boost.

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Trickster Gadget: slingshot gets better slingshot from secret hideout

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Yeti Gadget: snowball blaster gets better gadgets from igloo moves slower

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Wizard might be a cool mix of healer and the Engineer, but they might be better separate

I don’t really see what the Trickster might do that differs from already existing ranger

Yeti is basically just a tank.

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Do you need more? I’m almost out of ideas.

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Well yeah the yeti is a tank the trickster was a random idea

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I like these Ideas, but I think it is better to incorporate them into other people.
My favorite idea is the Witch. Maybe the healer could use crystals to heal other players as well as the base!
Hunter already has traps, so that part is nice.

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ok sounds amazing! If your done then mark a solution so people don’t get confused!

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While these are good, I’m gonna leave it open and just let people put things in while I map design and do work.

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I have some roles : )

Astronaut: Gadget = quantum portal. Special ability: Can fly higher than everyone else on the map (what I mean here is, if this is a top-down style map, this role can’t literally fly higher than all the other roles, but you can put an invisible barrier that blocks of a certain point of the map, preferably north / up, that only unlocks for that role. That area could hold cool lore or a zombie base or anything worth making this role for lol!)

Snowy Zombie Crusher (I couldn’t think of a better name. sigh): Gadget = snowball launcher. Special ability = can freeze zombies for 5 or smt seconds! (don’t ask me how to do that, cuz I have no clue lol but it’s a cool role!

BlastyBlastRole: Gadget = blaster. Special ability: Erm idk but maybe you could put a blastball in and have them blast it to heal up the base!

Hope this helps lol

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The Knockback and Bomber roles are impossible. You can’t have damage and knockback in the same game and you can’t deal damage to sentries with zones or any other splash device.

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If you don’t have these mechanics down:
(they are dropdown boxes, so you gotta click them for details)

Stone Mining

Add your rock props (with damage enabled) and wire it to an item granter (this should grant the dynamic stone). Then, grab an invisible trigger that can’t be activated on collision, and enable a delay (this will be how often they respawn). Wire the rocks to the item granter (or use channels so you don’t have to make a seperate setup for every rock). Wire should be (prop destroyed > grant item). Wire the rocks to the trigger (prop destroyed > trigger). Then, wire the trigger BACK to the rocks (triggered > show prop).

Random enemy spawn

:warning: PROBABLY NOT THE BEST WAY TO DO THIS :warning:
First, add a BUNCH of sentries that aren’t active on game start. Customize them as you wish to. Then, add a trigger. Make a RNG inside of it using blocks, like so:


I used 1-10 because 10’s an easy number to work with, but really the max should be how many different costumes they have. For example, if my possible costumes were the three Axel gims (red, blue, and yellow), then I’d use 1-3, and not 1-10.

Have the sentries activate on the channel outputted. For example, if I wanted my sentry to have the Red Axel skin, I’d make a sentry have the red Axel skin and have it activate on Sentry1. This way, if the random number is 1, it transmits on Sentry1, and the skin will be equipped.

Character Selection

Since you don’t have season ticket (me either :sob:), you’ll probably have to use a popup loop. The two Call to Actions should be select character and other options. The other options should move you on to a different possible character.


There should be one popup for each possible character to equip. While you (sadly) can’t force a player into a skin of your choosing, you can give them certain inventory items based on what they press.

Let’s assume your primary call to action is select character. Then, you’d make that broadcast on a channel. Let’s say it’s Character1. Now, you can add some item granters (and speed/damage modifiers if needed). You can activate them on Character1. Therefore, when the player selects that character, the necessary gadgets and items will be granted to them.

Question answering

An easy game overlay (as a button) should make this possible. Add a questioner somewhere out of the way. Have it open on Question. Now, in your overlay, have it transmit on Question once clicked. Wire an item granter to the questioner that grants the desired amount of energy.

To make them require energy to move, add a movement meter device. Select energy as the needed item. Now, you can customize how much is taken away and the time interval.

If you need more details/screenshots, ping me and the category, and I’ll try to respond!
(for example, if Character selection is what you’re having trouble with, just reply @HDangerzones Character Selection, and I’ll know what you need help with!!)

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Seaman
-gadget(s): a legendary twister (blunderbuss)
-debuff: reloads slower?
Surgeon
-gadget(s): 5 medkits and 5 shield cans with a rare pickaxe to defend
-debuff: low health (60 HP or 70 HP)
Cavalryman
-gadget(s): legendary twister
-high health (200 HP as well as the shield)
-debuff: slower walkspeed than others (around 0.60 or 0.70)
Sapper
-gadget(s): dynamic dirt/stone/gold/etc.. and a Epic Pickaxe
-spawns sentries to defend
-debuff: limited resources
Guerilla Fighter
-gadgets(s): a rare prickler
-spawn in other guerilla fighters (sentries who also used common pricklers) by clicking on the game overlay (button) which fights enenmies in bushes in trees
-become invis for 30 seconds (also clicking on the game overlay (button)
-debuff: 10 - 20 HP

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And adding callouts such as calling help from the surgeon might be cool.

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So how is enemy moving going to work if the way that lets Sentries move is currently a dev-only device? Will they just spawn around the place you’re supposed to defend and you need to ki#l them before they k1|l you?

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FYI if you need Season Ticket stuff, make an account on the Wix and call for me to join your game and add the stuff. I’m available today.

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