Currently I'm working on my first real WE project. It's essentially a 5v5 herofest. I'll explain more about it in a minute, but I'm looking for a person (or people) to take a backseat role in making this, coming out with suggestions, ideas, telling me when my ideas are ridiculous, etcetera I leave to the individual how much input they would like to have, and how active that input would be.
The project
As mentioned the project is essentially a 5v5 in which each player picks a hero and trains up that hero in order to gain the upper hand against the opposing team. The actual objective is to push your creep forward and to destroy your opponents' 'portal'. This may sound like a dota ripoff, but allow me to explain why this is not the case;
So, to the main mechanics of the game.
Main Mechanics
The creep run along a path around the outside of the map, and a new creep spawns every 45 seconds (this is to prevent too many creep building up and the game eventually having to cope with just too many units). Each time a player scores a kill their team's creep is buffed a little (+1 armour/damage +5 hp) allowing them to push forward slightly more. The path is long enough that getting just a couple of kills and then nothing is not going to end the game fast, but if the other team can't pull it back, they're going to be in trouble eventually. The creep will continue to buff for up to 100 kills, and then will start to spawn at double speed. Once the creep start reaching the other end of the path in sufficient numbers they will be able to destroy the enemy portal (which can fight back to some extent, like a tower with small defensive spells) at which point the game ends.
Current Objectives
These are the most pressing issues I'm currently working on;
Yet to Come Here
This is not a complete post by any means. I have a lot more needing to be added here, but that will come in time when I can get at my computer (currently on holiday) such as diagrams, hero lists, map links etc. I'll be getting all this done by Monday I hope, but for now this is the best I can do from my phone.
TL; DR
As stated at the beginning of this post, anyone is welcome to chip in to any degree they feel comfortable with, and no knowledge of the WE is necessary, just enthusiasm Those who wish to get more deeply involved can just ask and I'll pm you my email for ease of communication. But many thanks in advance to all those who I dare to hope will help in any way they can. Hope you like my map idea thus far, and watch this space for updates!
Thanks for your time,
Smitty
Updates
26/09/2011
Just started working on the project again (computer is back!)
Scrapped (temporarily/partially?) the creep pushing system
6 heroes completed, 2 needing minor work
Terrain about to undergo a thorough workout
Working on a new dungeon/quest system for teams
13/1/2012
Terrain completed
Triggers so far reworked for greater efficiency
8 heroes completed;
Illusionist
Sacrier
Gambler
Necromancer
Thundergod
Captain of the Seas
Space Marine
Wild Wizard
25/1/2012
A few abilities reworked for efficiency and appearance, small balances.
Terrain minorly modified, still needing work done.
3 new heroes added;
Ranger
Archmage
Essence Mage (still requiring a small amount of work)
Trying to get more people on board so I can get more done, and see some expansion of ideas/increase in the level of ability working on this thing.
28/1/2012
2 new heroes joining the brawl;
Vampire Queen
Xelor
Essence mage starting to look increasingly difficult, gonna have to have a serious session on this one.
1/2/2012
1 new hero, Leader of Men. Putting hero development aside temporarily.
Further work done on terrain.
Imported all objects/triggers onto actual map. Now everything is in one place.
Finished hero taverns, 14 heroes currently.
Created '-random' feature.
No movement yet for the Essence Mage. I want it to get done, but it's looking tough.
The project
As mentioned the project is essentially a 5v5 in which each player picks a hero and trains up that hero in order to gain the upper hand against the opposing team. The actual objective is to push your creep forward and to destroy your opponents' 'portal'. This may sound like a dota ripoff, but allow me to explain why this is not the case;
- Heroes cannot directly affect the creep. The path for the creep runs around the outside of the map, and the creep are controlled by a computer player.
- The map has far more emphasis on killing neutral creep, and makes the idea of a 'raid' far more possible than DotA (the map is far more defined in terms of territory)
- The path to victory lies through killing the opponent-this may seem like a petty difference, but it prevents a team from getting a lucky teamfight and being able to completely turn around a game. However it is very difficult to say that a game is 'won' partway through, unless it turns out to be a complete stomp.
So, to the main mechanics of the game.
Main Mechanics
The creep run along a path around the outside of the map, and a new creep spawns every 45 seconds (this is to prevent too many creep building up and the game eventually having to cope with just too many units). Each time a player scores a kill their team's creep is buffed a little (+1 armour/damage +5 hp) allowing them to push forward slightly more. The path is long enough that getting just a couple of kills and then nothing is not going to end the game fast, but if the other team can't pull it back, they're going to be in trouble eventually. The creep will continue to buff for up to 100 kills, and then will start to spawn at double speed. Once the creep start reaching the other end of the path in sufficient numbers they will be able to destroy the enemy portal (which can fight back to some extent, like a tower with small defensive spells) at which point the game ends.
Current Objectives
These are the most pressing issues I'm currently working on;
- Complete 30 heroes for first version release (currently 4 finished, 8 more almost there)
- Consider tweaks to the creep system (changes in the way the creep are buffed etc) to give a more balanced feel, or a slight change in the overall map concept.
- Remake the terrain. The terrain sucks. Help needed methinks.
- Conceive side quests. I want the players to have the option to do small quests, maybe just killing in specific monster, or something slightly more elaborate, which will glean small but worthwhile rewards (otherwise unobtainable items, gold, xp, whatever.)
Yet to Come Here
This is not a complete post by any means. I have a lot more needing to be added here, but that will come in time when I can get at my computer (currently on holiday) such as diagrams, hero lists, map links etc. I'll be getting all this done by Monday I hope, but for now this is the best I can do from my phone.
TL; DR
As stated at the beginning of this post, anyone is welcome to chip in to any degree they feel comfortable with, and no knowledge of the WE is necessary, just enthusiasm Those who wish to get more deeply involved can just ask and I'll pm you my email for ease of communication. But many thanks in advance to all those who I dare to hope will help in any way they can. Hope you like my map idea thus far, and watch this space for updates!
Thanks for your time,
Smitty
Updates
26/09/2011
Just started working on the project again (computer is back!)
Scrapped (temporarily/partially?) the creep pushing system
6 heroes completed, 2 needing minor work
Terrain about to undergo a thorough workout
Working on a new dungeon/quest system for teams
13/1/2012
Terrain completed
Triggers so far reworked for greater efficiency
8 heroes completed;
Illusionist
Sacrier
Gambler
Necromancer
Thundergod
Captain of the Seas
Space Marine
Wild Wizard
25/1/2012
A few abilities reworked for efficiency and appearance, small balances.
Terrain minorly modified, still needing work done.
3 new heroes added;
Ranger
Archmage
Essence Mage (still requiring a small amount of work)
Trying to get more people on board so I can get more done, and see some expansion of ideas/increase in the level of ability working on this thing.
28/1/2012
2 new heroes joining the brawl;
Vampire Queen
Xelor
Essence mage starting to look increasingly difficult, gonna have to have a serious session on this one.
1/2/2012
1 new hero, Leader of Men. Putting hero development aside temporarily.
Further work done on terrain.
Imported all objects/triggers onto actual map. Now everything is in one place.
Finished hero taverns, 14 heroes currently.
Created '-random' feature.
No movement yet for the Essence Mage. I want it to get done, but it's looking tough.