- Joined
- May 2, 2011
- Messages
- 40
GAME CONCEPT
Deity is basically an "RTS" game where you don't need to control all of your units. You have your Army, built by you, the way you want and with the units you want, but you only control your Hero. It's a very competitive and PvP focused game. Everything on this game is designed to try to make it look like a total different game from Warcraft 3. The game concept could be easilly used in another platforms, but since Warcraft 3 gives us this possibility of creating maps, I have decided to apply my idea using the World Editor.
The Hero controls/characteristics are different from Warcraft too. They don't have "mana" and they attack like in "Action RPG" games, hacking, slashing or shooting projectiles in front of them. Also there are NO DIRECT SKILLS whatsoever in this game. Everything is point or area based, which means that all spells and also direct attacks can be dodged by simply moving around. All Heroes have a jump ability too, which can be used offensively or defensively, and there is a "Stamina System" to balance your Hero's jump distance and speed.
Your Army consists of 12 units. There are 10 types of different units to choose from to build your Army. The units level up, and can be sacrificed (denied) too. There is a "Respawn Event" that every X seconds the same type of units that died in the battlefield are respawned (but they come level 1). As I said, your units are uncontrollable, but they will be following you and giving you support all the time. I am going to implement an "offense/defense mode" in the near future, but for now, when your units face the enemy's units they won't avoid battle, which will force the players to battle all the time.
The strategical aspect of the game, besides the Hero pick and the Army build, comes with the existence of the "Symbol". The Symbol is a magical substance that can be converted into anything and can only be touched by the Heroes. You need to run around the map and check specific spots to see if any "Symbol" has "spawned" there and collect it. Your Hero has the native ability to convert Symbol into crystals every second. You can build structures using your Symbol and the crystals are used to buy items. Although, there is a very limited number of items, because the game is not focused on that.
To learn skills the Hero need to visit a temple that is located in the middle of the map. In this temple you can also "worship an element", which will give you advantages in the battlefield. But one element can't be worshipped by two Heroes, so the advantage will be on the side of the player that worshipped first. Symbol is used to make these 2 actions.
PROJECT STATUS
[ UPDATE ]
- The game was completely redesigned, the terrain and the symbol spots were remade. (The terrain was inspired by the Warcraft III map Icecrown).
- Offense/Defense mode for the army control implemented (partially).
- The "Deny Attack" was removed (i'm going to implement a way to sacrifice units with low hp when the character is out of battle - still need to work on it).
- The units hardly block the hero now. AI was a bit improved too (still need help with this system).
- New screenshots
THE GAME WAS RELEASED!
Deity is basically an "RTS" game where you don't need to control all of your units. You have your Army, built by you, the way you want and with the units you want, but you only control your Hero. It's a very competitive and PvP focused game. Everything on this game is designed to try to make it look like a total different game from Warcraft 3. The game concept could be easilly used in another platforms, but since Warcraft 3 gives us this possibility of creating maps, I have decided to apply my idea using the World Editor.
The Hero controls/characteristics are different from Warcraft too. They don't have "mana" and they attack like in "Action RPG" games, hacking, slashing or shooting projectiles in front of them. Also there are NO DIRECT SKILLS whatsoever in this game. Everything is point or area based, which means that all spells and also direct attacks can be dodged by simply moving around. All Heroes have a jump ability too, which can be used offensively or defensively, and there is a "Stamina System" to balance your Hero's jump distance and speed.
Your Army consists of 12 units. There are 10 types of different units to choose from to build your Army. The units level up, and can be sacrificed (denied) too. There is a "Respawn Event" that every X seconds the same type of units that died in the battlefield are respawned (but they come level 1). As I said, your units are uncontrollable, but they will be following you and giving you support all the time. I am going to implement an "offense/defense mode" in the near future, but for now, when your units face the enemy's units they won't avoid battle, which will force the players to battle all the time.
The strategical aspect of the game, besides the Hero pick and the Army build, comes with the existence of the "Symbol". The Symbol is a magical substance that can be converted into anything and can only be touched by the Heroes. You need to run around the map and check specific spots to see if any "Symbol" has "spawned" there and collect it. Your Hero has the native ability to convert Symbol into crystals every second. You can build structures using your Symbol and the crystals are used to buy items. Although, there is a very limited number of items, because the game is not focused on that.
To learn skills the Hero need to visit a temple that is located in the middle of the map. In this temple you can also "worship an element", which will give you advantages in the battlefield. But one element can't be worshipped by two Heroes, so the advantage will be on the side of the player that worshipped first. Symbol is used to make these 2 actions.
PROJECT STATUS
The basics of the game are pretty much done, but to take this to the next level I'm going to need a team.
[ What do I have ]
Matt P. (me) -> Game Developer/Designer -> Basic coding, lore, game design (ideas), terrain, loadscreen, map systems, characters, units, pretty much a little bit of everything.
Luiz P. Bills -> Programmer -> vJass specialist, will help improving all the game codes and systems for some time.
Pedro Belluzz0 -> Beta tester.
[ What are my needs ]
What I really need right now is:
-> An experienced programmer, (or more than one), that identifies with the game concept and wants to be the Head Programmer of the project. vJass experience IS NEEDED.
- Will work improving the game code according to the necessity. Will only have access to some parts of the code initially.
-> A Modeler/designer
- Will work bringing solutions to the game design according to the necessity. The focus is customization and visual improvements (make the game look different from the majority). Experience with effects and custom menus/bars are more appreciated than hero modeling. Will have access to all models, skins and imports of the map.
-> At least 3 beta testers/balancers
- Will work testing the game whenever is needed initially, and later on will focus on balance. I need ACTIVE people only! Won't have access to any map files, will only test.
Later on I will certainly need a terrainer, an english reviser and maybe an icon creator, and much more, but for now, thats all.
[ What do I have ]
Matt P. (me) -> Game Developer/Designer -> Basic coding, lore, game design (ideas), terrain, loadscreen, map systems, characters, units, pretty much a little bit of everything.
Luiz P. Bills -> Programmer -> vJass specialist, will help improving all the game codes and systems for some time.
Pedro Belluzz0 -> Beta tester.
[ What are my needs ]
What I really need right now is:
-> An experienced programmer, (or more than one), that identifies with the game concept and wants to be the Head Programmer of the project. vJass experience IS NEEDED.
- Will work improving the game code according to the necessity. Will only have access to some parts of the code initially.
-> A Modeler/designer
- Will work bringing solutions to the game design according to the necessity. The focus is customization and visual improvements (make the game look different from the majority). Experience with effects and custom menus/bars are more appreciated than hero modeling. Will have access to all models, skins and imports of the map.
-> At least 3 beta testers/balancers
- Will work testing the game whenever is needed initially, and later on will focus on balance. I need ACTIVE people only! Won't have access to any map files, will only test.
Later on I will certainly need a terrainer, an english reviser and maybe an icon creator, and much more, but for now, thats all.
[ UPDATE ]
- The game was completely redesigned, the terrain and the symbol spots were remade. (The terrain was inspired by the Warcraft III map Icecrown).
- Offense/Defense mode for the army control implemented (partially).
- The "Deny Attack" was removed (i'm going to implement a way to sacrifice units with low hp when the character is out of battle - still need to work on it).
- The units hardly block the hero now. AI was a bit improved too (still need help with this system).
- New screenshots
THE GAME WAS RELEASED!
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