Tag Archive for 'Southfury Banks'

Southfury Banks v1.1

Version 1.1 of Southfury Banks is mainly focused on improving the general game flow and the accessibility of the unit upgrade system.

SfB Version 1.1 GUISfB Version 1.1 Cinematic












In addition to a number of smaller interface improvements and an (extended) game preparation phase, a cinematic introduction was added to briefly summarize the background story, show all important locations, and clarify the victory conditions.

Major Changes:

  • Added cinematic introduction.
  • All possible upgrades for a unit and the required tomes are now visible at all times. Upgrades, whose requirements are not met are grayed out.
  • Added game preparation phase: 30 second countdown during which players can look around the entire map freely. After 30 seconds, player units are spawned, the camera is locked to each player’s unit, and the game begins.
  • Added a respawn timer to the GUI, indicating the time until a player unit respawns after being killed.
  • Added a kill / death ratio to the GUI, indicating how many opponents a player killed and how many times he has died.
  • Added a player statistics overview, showing a player’s faction, name, kills, and deaths at the end of each game.
  • Increased respawn time for player units to 10 seconds.
  • Reduced time to capture a flag from 2 minutes to 1 minute.
  • Book vendors no longer have health and mana regeneration auras. Instead, they now sell one-time health and mana regeneration for 250 gold.
  • Fixed a bug that prevented the Alliance Arcanist and Horde Witch Doctor from being interrupted while summoning.
  • Fixed a bug that occurred when more than one player were assaulting the same flag.

Download:

SfB - Unit Upgrade System

In Southfury Banks, all players will start the game with a basic (rank 0) unit. While very fast, this unit has few hit points and is very weak in combat. It has the spacial ability to butcher sheep, pigs and other creeps for gold, which allows to generate a steady income in the early game. Rank 0 units also have the ability to run even faster for a short duration, which makes them very good scouts and flag runners.

Rank 1 units provide the first specialization into one of the three basic directions: Melee combat, ranged combat or healing. They have very basic abilities but good chances to assault flags, even when protected by NPC guards, especially when the different roles play together well.

At Rank 2, units can be developed along their main role and specialize on being more powerful melee damage dealers with an attack that damages all units in range, reveals stalking units and also reduces their attack speed, ranged damage dealers with an attack that deals initial damage and additional damage over time, or healers with a curse ability that does damage over time and slows an opponents attack speed. They can also be developed into hybrid units, who combine two different roles: Clerics/Shaman combine melee combat with limited healing ability. Rogues combine melee combat with the ability to hide in the shadows, attack unwary opponents and then disappear again. Druids have the ability to ensnare opponents and heal friendly units over time.

Rank 3 units can either specialize further into one of the three main directions providing it’s full potential, or be developed into more powerful hybrid classes. The Rank 3 melee class has the most hit points of all classes, can take a considerable amount of damage and deal heavy blows. Rank 3 ranged combat classes are superb damage dealers and can also use their flare ability to reveal stalking units. Rank 3 healers have the ability to shield friendly targets, rendering them immune to any kind of damage (but also healing). Rank 3 wind/earth hybrids gain the cheap shot ability, which allows them to stun opponents and deal even more damage to them in a short period of time. Rank 3 light/wind hybrids gain the ability to summon treants to protect them in battle. The abilities of rank 3 earth/light hybrids depend on their faction. While Alliance Paladins have the holy shock ability which heals friendly units, while at the same time damaging enemies, Horde Far Seers have two separate abilities. Lesser heal heals friendly units and frost shock deals damage to opponents, while also slowing their movement speed for a short duration of time. Paladins also have two different auras, one increasing mana regeneration of all friendly units in range, the other increasing movement speed of all friendly units in range. However, only one aura can be active at a time. Far Seers have the ability to place a mana spring totem that increased mana regeneration of all friendly units in range.

While player units are most powerful at Rank 3, Southfury Banks is designed, so that they can still be defeated by a coordinated team of Rank 2 units (or even Rank 1 units), that takes full advantage of their different abilities.

Ancient Protector Woodfist


The video shows an alliance Chaplain (Rank 3 healer) handing in the last Arcane Crystals needed to summon Ancient Protector Woodfist. After being summoned by Arcanist Melendil, Woodfist slowly walks into the horde’s base and takes down their general.

Southfury Banks Final

After some busy testing over the last two weeks it is done: The final version of Southfury Banks is ready to be released! There is always some new feature that could be included (like better npc AI), something else that could be optimized; but feature creep is evil and I think it is about time, this project gets packed up and out of the door! Every feature from my initial concept is implemented and working and that should be enough ;)

Horde Summoning

Woodfist Incoming

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