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Day of Destiny 2 (AoS Genre)

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DoD2P.jpg


Heroes battle it out in a epic war between The Alliance & The Scourge.
When chaos is at it's peak, champions will rise to meet their destiny.





Current ver: 0.8 (Alpha Stage)

A 6v6 AoS, i've been developing and working on for the past 6 months or so. It generally follows the same gameplay and concept as most other AoS maps out there, mainly inspired by Dota as well as DoE & AoM.
Im trying to stick with the simple concept of "Easy to learn difficult to master" yet still adding quite alot of new content

Goals


Gameplay

Each side is uniquely different with their own specialised Gods, Heroes, Units, Items, Consumables & Recipes.
This allows you to switch sides now and then whenever you fancy a change or get bored of one of the sides.

The Overal pace will be alot faster than the typical AoS's out there. Generally aiming for 5-15 min games.
Games wont get dragged out, once a team is clearly winning, it will be easy for them to end it there and then.


Heroes

Attributes - Strength / Agility / Intelligence play a much bigger role
All abilities & consumable power levels are dependant on your attribtues.

So apart from leveling up abilities to them stronger, your stats will also make them stronger. A few examples:

C - Chain Lightning

Hurls a bolt of lightning that can bounce onto enemy units. Damage depends on intelligence but is weakened each bounce. Number of bounces depends on agility.

Level 1 - Deals 500% of intelligence as damage, every 10 agility increases the number of bounces by 1
Level 2 - Deals 600% of intelligence as damage, every 9 agility increases the number of bounces by 1
Level 3 - Deals 700% of intelligence as damage, every 8 agility increases the number of bounces by 1
E - Feral Spirit

Summons 2 spirit wolves to fight for your cause. Hitpoints depends on intelligence. Damage depends on agility.

Level 1 - 15 hitpoints for each intelligence, 3 damage for each agility
Level 2 - 18 hitpoints for each intelligence, 4 damage for each agility
Level 3 - 21 hitpoints for each intelligence, 5 damage for each agility

Consumables also follow a similiar pattern such as potions, scrolls, wards, talismans etc.
Therefore all spells and consumables should be good through the game.

All abilities and effects can stack without becoming imbalanced. Effects such as:
- Evasion
- Spell Resistance
- Life Steal

Gods

The Gods are ever watchful, always seeking a new champion to fight for their cause.

At the start of each game, a player may choose a Deity to affiliate with or else choose 'Undivided'.
Each God/Undivided grants an active ability as well as a few passive 'gifts'.

I'm eventually aiming for 7 unique Gods +1 Undivded per Faction..
This should add a huge variation to the game as whatever Hero you pick, there will always be 8 different ways you can play him.

The Gods themselves ofcourse will be very diverse, ranging from Gods of Chaos, Pestilence, Order, Wisdom, Void etc.
Each granting unique potential onto a Hero.

Ant-1.jpg
Zakamutt
God of Knowledge & Wisdom

Future Insight - Increases the User's experience rate by +25%. This effects any and all experience gained.
Yellow.jpg
Undivided
Neutral

Divine Shield - Turns the User completely invulnerable for 4 seconds.
orbofcorruption.gif
Netharon
God of Greed & Betrayal

Greed - Increases the User's gold income by +25%. This effects any and all gold gained.
Green.jpg
Undivided
Neutral

Unholy Power - Boosts all stats of the User by +10 for upto 10 seconds.



Economy

Most AoS's on top of standard unit/hero kills have a constant gold rate/income generated every few seconds.
On Dota its round about 7 gold every 7 seconds (or basically 1 per second).

In DoD2 instead we have a shared bounty system.
Bounty is shared similiar to experience. So long you are nearby when a unit or hero dies you will get a 'cut' of the bounty.
Thus just like expierence the more Heroes nearby the less gold you will get, any allied creeps nearby will count together as '1 Hero'.
So e.g You + creeps kill a unit - 50% each / You + an allied hero + creeps kill a unit - 33% each.

If a Hero kills a unit, he himself will gain the full bounty.
This allows players to still last hit, i.e. 'the pro's' to still gain advantages with skill and practice but not leave beginners in the dark.

Overall the system encourage Heroes who remain in the heat of battle to be rewarded:
- Escape/defensive items actually become worthwhile, e.g. blink, speed boost etc.
- Other types/roles of Heroes become worthwhile
- Mass ganking, i.e. 4+ Heroes travelling across the map together is less rewarding

Things to come

More features will gradually get added in the future and I will update this thread:

  • Many more Heroes/Items
  • Game Modes
  • Advanced Commands
  • Extended Inventory
  • Attribute System
  • Expierence System
  • Effects System
  • Camera System

Status

Progress: Overall - 80% complete
  • Terrain - 80% complete
  • Alliance Heroes - 90% complete
  • Scourge Heroes - 70% complete

Screenshots

Terrain Screenshots
 
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Level 9
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I like abilities that depend on stats instead of ladder abilities (did similar stuff myself in my abandoned AOS project). The god concept seems really interesting too.

Unfortunately I think most people will think its too complicated with attribute based skills and stick to playing dota :/

Anyway good luck.
 
Level 11
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Good to see DoD2 coming along.

I like abilities that depend on stats instead of ladder abilities (did similar stuff myself in my abandoned AOS project). The god concept seems really interesting too.

Unfortunately I think most people will think its too complicated with attribute based skills and stick to playing dota :/

Anyway good luck.
Have you played Legends of Eternity? It had a similar attribute system, and it was even more confusing cause you couldnt tell what attributes did what to what ability. It was also very imba, many stuns and stuff, but it became quite popular for a bit.

Though about the tooltips, I liked what you did with DoD before Like this:

Hurls a bolt of lightning that can bounce onto enemy units. Deals 500/600/700% of intelligence as damage but is weakened each bounce. Every 10/9/8 agility increases the number of bounces by one.
 
Level 12
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thx for the prostive replies guys.
Ill begin to update this thread as I get more progress.

Im strongly considering reducing the lanes from 4 to 2, as I love the ideas of:
- 3 Heroes per lane (Lots of teamwork).
- Lower impact of leavers (Dont get spread to thin.)
- Speeds up gameplay
 
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but I've seen that a lot in some games of like DoE, we all just push 1 lane, and the enemy pushes back and soon it's 4v4 on one lane, it's not as fun as it sounds. A gang should be like 3 on 2 or something, but when you have like 6 heroes fighting each other, it gets really chaotic.
 
Level 12
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Sounds great!At least not like the former DoD.
How much time did it took you to make it?

DoD2 I assume you mean?
On & Off for quite a few months.

taur said:
meh still dont like it, it's going to end up like you only living a 1 or 2 minutes at a time.

You can still stay with the creeps/towers and there will many defensive consumables you can invest in, to increase your survivability.
 
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Those are some of the possibilities.
Im definetly considering a few temporarily attribute boosting potions:


INV_Potion_56.png
Strength Potion

Increases Strength by +5 for 12 seconds.
INV_Potion_91.png
Agility Potion

Increases Agility by +5 for 12 seconds.
INV_Potion_29.png
Exilir of Sages

Increases Intelligence by +10 for 12 seconds.

Ofcouse some misc potions varying on there abilities, bonuses & effects:


invisibility.gif
Potion of Invisibility

Turns the User invisible temporarily.
For each 4 intelligence, lasts +1 second.
claritypotion.gif
Clarity Potion

Replenishes the User's mana over 20 seconds.
For each intelligence, replenishes +1 mana per second.
INV_Potion_51.blp.jpg
Health Potion

Instantly restores lost hitpoints of the User.
For each strength, restores +10 hitpoints.

I'd also like to experiment with some offesnive consumables, inspired largely by Elimination:


INV_Potion_33.blp.jpg
Fire Bomb

Throws a volatile explosive towards target point.
Detonates on impact setting all nearby enemy units aflame.
(?? Attribute - Improves ??)
Spell_Nature_Purge.png
Shock Bomb

Throws a volatile explosive towards target point.
Detonates on impact purging all nearby enemy units.
(?? Attribute - Improves ??)
Ability_Ensnare.gif
Hunting Nets

Lobs a net towards target point. Upon contact with an enemy unit, ensares it to the ground, disabling movement for 2 seconds.
Agility improves the speed & distance the net travels at.

Any suggestions or feedback is welcome ofcourse.
 
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Level 11
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have you not played elim or anything? click on the item, choose the point and it'll fire. And yeah if those attribute potions stack.. +like 15 strength and then cast your ulti... though you might want to increase it to like 10, not sure.
 
Level 12
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I posted a sample on first page.

==

After seeing what Rising_Dusk made in Desert of Exile (Inspired from Guild Wars), its has also inspired me to make a condition/effect system. I wanted to take it a little bit further thou.
Basically this is simply grouping up effects into simpler 'general' categories.
Here are some examples that can be used with abilities & items.

Blood-2.jpg
Bleeding

Target unit takes X damage per second, lasting Y seconds.
If the unit is moving the damage is doubled.
flamestrike.gif
Burning

Target unit takes X damage per second, lasting Y seconds.
The damage increases exponentially every second by +10%.
nuage_de_peste.gif
Poisoned

Target unit takes X damage per second, lasting Y seconds.
If the target is healed it is taken in damage instead.

Working some general ones as well, such as enfeebled, slowed, amplified etc.
If anyone has any other ideas for damage overtime ones, would love to hear them.
 
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Silence, cripple, maybe some kind of condition that causes you to take extra damage from spells or attacks (or both), I dont know if stun should be a condition...

Maybe you might even want to have positive conditions, like invulnerability, or heal or speed boost or something
 
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