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[Discussion] Would you be interested in working in a community project?

Would you be interested in working on the game?


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Level 28
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Of course, there will always be difficulties, I mean, the Points of View fuck it up a lot :)
It's normal.

You can't just, blindly rush into something, as Dr Super Good said (ok he didn't but that's what I understood from his words) you gotta think about something before doing it. You gotta think of the Genre of the game, the races (if RTS), the world (if RPG), the.. I don't know what, if Hack & Slash, etc.


Btw, Hell Master you haven't voted :cgrin:
 
Level 30
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Of course, there will always be difficulties, I mean, the Points of View fuck it up a lot :)
It's normal.

You can't just, blindly rush into something, as Dr Super Good said (ok he didn't but that's what I understood from his words) you gotta think about something before doing it. You gotta think of the Genre of the game, the races (if RTS), the world (if RPG), the.. I don't know what, if Hack & Slash, etc.


Btw, Hell Master you haven't voted :cgrin:

Oh, yes, I haven't voted. Im sorry. Will be voting!
Actually, it's more of me being busy atm due to exams.

Same as you next week we are having exams too..
 
Level 14
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I agree with defskull, you need more original concept ideas, than change the count of races or resources. Something that defines the gameplay differently.

For an RTS, how about: No resources at all. Your main building is a big generator, and each building you build is connected with it. You have to be careful, to keep the positive& negative (or offensive/defensive) powers on the same level. Each building consumes different amount of the two power type. Your processes (construction, unit production, upgrades) are going faster if your powers' level are nearly equal. And this requires you to have a good economy in order to win.

I would like to go with arena type games rather than RTS, because its a smaller project. You dont have to register and coordinate many units, and since in an arena you have only one unit - and you control it the whole time- you dont have to create AI for player units. By AI i mean find good path to move to target point, dont run into enemy base, etc.
Also you dont have to bother that much with the terrain, instead of big landscapes we only need a few arenas.

I see great possibilities in an arena game, however i dont know about a recent famous Arena game around. The gameplay can be PvP, or CoOp -like bossfights- or even SinglePlayer against AI. You can even have strategies as you fight, because i think we all agree that learnable skills is a must in our arena game.

My arena idea is pretty similar to warlock: You can set up a skill set of a few basic spells before the fight, and then you fight your opponent(s). Maybe there are a few rounds, or some interventions when you can buy or strengthen your spells.
It would be like hack n slash games, but with more spells and fantasy effects.
 
Level 11
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I agree with defskull, you need more original concept ideas, than change the count of races or resources. Something that defines the gameplay differently.

For an RTS, how about: No resources at all. Your main building is a big generator, and each building you build is connected with it. You have to be careful, to keep the positive& negative (or offensive/defensive) powers on the same level. Each building consumes different amount of the two power type. Your processes (construction, unit production, upgrades) are going faster if your powers' level are nearly equal. And this requires you to have a good economy in order to win.

I would like to go with arena type games rather than RTS, because its a smaller project. You dont have to register and coordinate many units, and since in an arena you have only one unit - and you control it the whole time- you dont have to create AI for player units. By AI i mean find good path to move to target point, dont run into enemy base, etc.
Also you dont have to bother that much with the terrain, instead of big landscapes we only need a few arenas.

I see great possibilities in an arena game, however i dont know about a recent famous Arena game around. The gameplay can be PvP, or CoOp -like bossfights- or even SinglePlayer against AI. You can even have strategies as you fight, because i think we all agree that learnable skills is a must in our arena game.

My arena idea is pretty similar to warlock: You can set up a skill set of a few basic spells before the fight, and then you fight your opponent(s). Maybe there are a few rounds, or some interventions when you can buy or strengthen your spells.
It would be like hack n slash games, but with more spells and fantasy effects.

I agree with you and i think if there arent resources and house to be connected than the RTS game should be set in the future.

Btw where is the fun at remaking Warlock map? We need to be unique if we want Arena map
 
Level 5
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How about an arena-RTS game? Where you have to, in 5 min, build your base up and then produce an army capable of defeating the enemy's? :p

It came as a joke but it could actually work. It'd be an RTS of small 1v1 or 2v2 maps with a bunch of factions with very contrasting traits. The goal'd be to destroy the other's town center.
 
Level 6
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I think super smash and arena game is the same and those votes should be merged ;P

For the super-smash arena game i would suggest you take alot of inspiration from the map Warlock since it's already so successfull and awesome! :D
Atleast the part where you design ur own fighter from scratch and upgrade the spells you want to concentrate on gradually is something we should definitely use! ;)

And that you can choose between 3-6 different models from start and they all got different, but similar, essential spells that they start with.
Fireball and scourge like they use in warlock are great for this purpose since they are the most basic of their type, fireball which is a straight forward click'n'shoot spell and scourge which is ur basic close-range AoE "stomp".
They could ofcourse have different effects like slow, stun, dps etc. depending on which model you choose to play with, the spells you choose to buy should complement the essential spells tied to the hero model you choose to play with which will add an aspect of strategy ;)

One way to go with it which would differentiate it from Warlock(and add even more strategy) is to choose elemental models and have their spells be divided into different elements like water, ground, lightning, fire, darkness etc. and have like ground>darkness>lightning>water>fire>ground, so if f.ex. a ground spell gets hit by a fire spell the ground spell would disappear and the fire spell would keep going.

To really make this flow well the essential spells tied to the different models and the different elemental spells would really have to complement eachother in a way that picking a certain model would automatically lead you to go for one type of elemental spells(f.ex. by having the different models slightly buff it's corresponding spells, and ofc make the essential and corresponding elemental spells fit eachother), but then ur opponent could counter with the opposite elemental spell and force you to change ur planned build and miss out on great combos that ur essential spells could get with the corresponding elemental spells.
Important that the competing players don't see what model eachother choose until they start buying spells(could be solved by not moving on to the spell shop until everyone has chosen a model, like in Warlock ;P)

That means most likely all spells would be used and ppl would rarely play with the same builds cause they would get countered if they do ;)
Balancing would be a nightmare ofcourse, but i would dedicate alot of time to helping out with this and i'm guessing alot of ppl from the warlock community would also help out ;)

Another thing that could make this very different from warlock would be to add a height/depth aspect, since warlock is practically 2D it don't have any high/low-ground which could make it very very different and open up for more varied spells and effects ;)

Check the different arenas from Mad Balls Arena, could give some ideas ;)
Also i could make like atleast 20 strong concepts from using the CTE(custom terrain editor) made for Warlock ;)

But an important thing to keep from warlock would be that you don't click on your opponent to cast spells, but use your aiming and dodging skills instead ;)

Really really hope you choose to go for this type of game, it could be fucking awesome! ;D
If you feel it seems a little limited we could ofcourse have several modes like a boss-mode and take aspects from Impossible Bosses
There it's all about teamwork instead of fighting against eachother, would ofcourse have to add a healer-class like priest in IB for this mode, either that or trade one of the essential spells on each model for a healing one ;)

I'm trying to limit myself and just come with the basic ideas first hehe but i got much more in my arsenal! This game could be soooooo awesome!! :D

So please make the right choice and vote for a super smash arena game, it's instant success! hehe :)


Edit:
Here you can see the last attempt to make a standalone
I guess it got abandoned because they were expecting to get financial sponsoring, but might have jumped the gun a little(imo) and didn't get it, also i think the team that worked on it was only consisting of 2 or 3 ppl so it probably got a little overwhelming for them to do it without payment since they were expecting to get sponsored and all, i think if they did a little more work so we could atleast try an alpha version we'd provide enough hints and tips to motivate them to keep working, but they gave up too quick i'm afraid, lets not make the same mistake here! ;D

On a sidenote, hotkeys for the different spells should be designed like they are in warlock, easiest way to have many hotkeys and still keep control of which is which, if one more hotkey is needed i think Space could be easily added ;)
 
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The problem is the third person would make playing a lot more difficult. Even in 2D Super Smash Brothers you were maxed out on buttons, let alone in 3D. There is a reason most fighting games are 2D.

I don't think so,
look at WoW, or Gears, the third person didn't seem to affect gameplay in that it made it any more difficult.
another example (of a game i really liked) was rakion, where i kind of had the inspiration for this idea,
except the goal of the game would be similar to Warlock, or SSB, where you had to toss your enemies off the edge, rather than down the health points of them
 
Level 28
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(Laptop keyboard is fucked up)


Ok so. Jolly Jumper just convinced me tat te Warlock style ame isnt suc a bad idea... Jolly, te RTS would ave been awesome but you made tem ive up on tat idea wit your lon_ convincin comment :p

Damn xD





Te RTS could ave been reat. And, Ill try to convince te people tat its still a better idea tomorrow, wen te comp is workin aain :p Wy Jolly, wy did you make tem ive up on te cool RTS idea =D

Watever. OK, if were onna make tis Warlock ame, first I want to see all votes. And, if anyone wants to c_an_e is vote, do it. If Jolly convinced you tat te Warlock map would be better tan te RTS.


Altou, Im unsure about it.. I mean, wat kind of person would play it? I never eard anyone playin suc ames, and tere ARE a lot. Well except Mortal Kombat, a lot of people play it but its different... and btw, I tink tat it would be arder to make tan an RTS. Even te AI. I mean te AI as to know wic spell to use wen, were, etc. Also te spell effect are (I uess) very ard to make.
 
Level 6
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AI for warlock is like the hardest shit ever, so for arena mode just multiplayer but for bossmode do like in Impossible Bosses, i don't think thats too hard, you can make it in escape editor, just missing the cool spells'n'stuff^^

For multiplayer you'd have options like: set teams, auto shuffled teams, auto max/min vs max/min teams and ofc FFA, maybe we could add something cool for 1v1 matches aswell, that'd be totally awesome for longtime play(aka gettin' pro^^)
The AI is something many ppl would want and it'd be fucking insane if someone actually managed to make a good one, that would be crazy impressive!!

Just seriously try warlock! :D
Play against ur friends and see all the different stuff you can modify urself pre-game...but it's pretty perfect as is now for the lvl of warlock players hehe used to have extra gold for kills/wins as default, but it starts to add up alot of the pros in extra spells'n'shit, so default is same gold every round, cool how you can customize lava dmg, knockback effect, gold and like alot! of stuff urself(as red player) anyways default is ofc the best way to play and most natural ;)

okay i don't think we need everything to be totally freely editable like that hehe but maybe some different setting to choose from would be nice, like with/without win/kill gold, extra start/round gold, ofc choose between an assortment of rounds, and team settings, maybe some other stuff idk...new game^^

The arena don't always have to be round either, many different cool shapes that could be used, can make alot with the CTE actually hehe

Also check this out Impossible Bosses if u haven't already ;)
It's another awesome map and could fit really well as like a mode or something hehe
(two huge different projects, fits very well for this being a community project with(hopefully) many ppl participating) and i think there are many ppl out here very able to make something like IB, especially if you work together! :D
This mode wold be mostly about flashy cool boss-spells, awesome huge bosses and small, intense arenas, the fighters are ofc the same from multiplayer and the bosses could also be like element based which would require everyone to choose different styles to get far hehe

Mixing these two concepts would be so fucking insane guys, i think it could be the start of a crazy awesome game this here!!!

I really really hope it's how you guys see it too, really...how can you not? :p

For you who haven't already
Try those maps or...
0GlQaVo.jpg

cheesy i know :p
but cmooon pls pick this, it's so awesome!! :D
 
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Level 14
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In my opinion we shouldnt go with the Warlock Standalone idea, since others already started it, they may not want anyone to do the game instead of them, because of the amount of effort they put in it. I know how its like to abandon a project, and get back to it after few years.

Instead we should Create a game what is similar to warlock, but not the same.
I agree with Jolly, that we need to put a little strategic thinking in the game, but maybe not that separately as you described.
There should be spell trees where you can upgrade your abilities, some abilities would require other abilities learned (thats why its more like a tree), so if you have all the requirements, you can learn all abilities. (Hypotetically in one game)
So the characters you chose from the begining isnt have a whole unique skillset, but it has different starting spells which allows the player to get a good offensive/defensive faster.

For the gameplay, i share in the view that 'Damage HP to 0 to win' is not a good way to go, instead you should try your enemy into a KO (with combos) or you have to rule the arena's territory somehow (like tossing out the opponent from the arena)

morbent, I think its not a big issue to find players for the game. I think hive is a big community enough, to spread the game, and if people find it good (which it will be) they will call their friends accordingly. There arent a type of gamer community who plays only arena games, but i thing many of the recently famous AoS gamers would like this gamestyle.
 
Level 6
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Morbent everyone will love this game! hehe
Warlock is easy to understand, but takes years to really become pro, and still you can always improve urself, you can never reach a point where you can't get any better, thats what makes warlock so addictive and you'll never get bored! ;)
Warlock might be the most competitive game i've ever played, and ur success in it relies on ur ability to aim and dodge spells, not much knowledge based like TDs and such where you just need to learn a recipe for success, in Warlock you can be good from start if you have such skills in you from before, it's more about being skilled than having the right knowledge, and thats a very attractive quality in which this type of arena game exceeds greatly! ;)
In my opinion we shouldnt go with the Warlock Standalone idea, since others already started it, they may not want anyone to do the game instead of them, because of the amount of effort they put in it. I know how its like to abandon a project, and get back to it after few years.
Well the project leader is now in school and don't have time anymore, and the team just ditched the idea after they found out they didn't get the financial support they were expecting....i don't feel our project should suffer because of those ppl made a small effort into making it once....they didn't even come up with something playable so we could try it, and they didn't let us know that they stopped on it until months later when Zymoran had to ask him/them and then announce it to us...pretty disrespectfull if u ask me :p
I would not bet on that team taking on the standalone again, most likely if we don't do it it's not going to be done=(

The skill-tree idea is interesting and might make balancing a little bit easier since you can have some spells be generally better than others, but the heroes that can use those spells don't have access to some other important spells ;)
Ofcourse then the balancing would come down to the different heroes instead of the spells themselves which probably is a positive thing when thinking about how much effort must be put into balancing every single spell.
But i'm not sure how it would affect the overall experience with the game, if i played a game for the first time and noticed that a few spells are outplaying everything else and i don't have access to those spells i would not have high thoughts about that game^^

But on the matter of strategy this skill-tree would have to be pretty damn intricate, but also easy to understand so you kinda know what type of spells u will have available to you from which hero you choose, but depending on which spells you start with certain branches of the skill-tree gets cut off and is no longer available to your hero.
You could either start with the whole tree being open and just close off certain branches as you pick your spells which is how i would want it to be so you get that strong feel of making ur own superhero to obliterate ur enemies with! :D
Or you could have it like in D2 where you need that and that spell at that lvl to make another spell available...obviously i like the first option better^^
So the characters you chose from the begining isnt have a whole unique skillset, but it has different starting spells which allows the player to get a good offensive/defensive faster.
Yeah or the starting spells don't have to just differ in offensiveness/defensiveness, but they could be made to fit certain combos with other spells, so choosing a hero would automatically lead you to want to pick certain spells....reason i want it like that is so you can counter ur opponent by picking spells who work good against the hero ur opponent chose(if ur opponent descides to go for the combo spells made to fit his choice of hero ofc), then ur opponent will be forced to change his plans and go with a different, generally less effective build, this is important so we don't get 1 hero and 1 set of spells thats favored over all other, that would kill the game! :p
For the gameplay, i share in the view that 'Damage HP to 0 to win' is not a good way to go, instead you should try your enemy into a KO (with combos) or you have to rule the arena's territory somehow (like tossing out the opponent from the arena)
Different modes! ;)
Default mode should be damage ur enemy to 0 HP to win imo, but you could have different modes where it's like King of the hill and like capture the flag or domination, many possibilities hehe
The arena should be surrounded with lava like in warlock imo, high DPS when thrown out of the arena is great for competitiveness, instant death would just suck unless it's like a super-low knockback mode :p

Btw, in Warlock, mana points are used as a counter for damage points taken, the more damage points taken the harder u get knocked when u get hit by spells. It's something we should think about too :)


I think taking inspiration from warlock for the regular mode, impossible bosses for boss mode and then add our other ideas to make even more modes could take this game soooo far!
It would make it more of a complete game if we have several modes, with the two major ones being arena mode(Warlock) and the other being boss mode(Impossible Bosses), this fusion would be sooo impressive and could be the start of an international sensation in online gaming!
And to think, it all started here, on THW!! hehe :D
 
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Level 11
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We should make Arena game since its smallest and cost less resources than others btw we should not copy Warlock we need to be unique and morbent first we need to start with small games so we can learn and than make bigger, better games we cant start with MMORPG and you cant compare us with blizzard or any other big company.
 
Level 6
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Well ofc we can't just completely copy warlock, that would probably be pretty hard to do anyways^^
But implement alot of aspects from it is something we should consider, use what made warlock so successfull and even improve on it while also adding our own touch on the game which would differ it from warlock, and dude....being 100% unique without having similarities to other games is 100% impossible, especially if you want it to be at all successfull :p
A big standalone arena game with third view like this is something i've never seen before so it would be a breath of fresh air in the jungle of RTS, (MMO)RPG, FPS and fighting games like DoA, i think just by choosing to follow the concept of Warlock and Impossible Bosses would make our game more than unique enough ;)

Edit: I have no idea about game engines and stuff so i can't suggest anything there, but having the warlock-part of the game as a mode is something i'm very much for! But i would guess it'd be the most popular mode and deserves a good deal of attention ;)
The impossible bosses mode would probably be very popular aswell as it differs alot from warlock, it would attract a new type of players, teamplayers, and by such we expand our target market and even more ppl would appreciate the game :D
 
Level 11
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Well ofc we can't just completely copy warlock, that would probably be pretty hard to do anyways^^
But implement alot of aspects from it is something we should consider, use what made warlock so successfull and even improve it while also put our own touch on the game which would differ it from warlock, and dude....being 100% unique without having similarities to other games is 100% impossible, especially if you want it to be successfull ;P

Allready know that, even developer from Big company i wont say which one said that every games has something from other there is not a game 100% unique. Yes i agree about the warlock but that should be more like a mod and to have different modes. Though we need to decide which engine.
 
Level 6
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We could add like a survival mode aswell where you work together in making past as many lvl's as possible with increasingly harder waves of creatures storming at you each level, after the first 5 lvls or so there could be added commander crits which give auras and are much stronger than the other crits and every 10th lvl could be like a boss lvl, this is to prevent some heroes to be useless/crappy compared to other heroes for this particular mode....overall balance is important ;)


Edit:
I know i write too long posts, so i'll try to summarize ;)
And now this became too long aswell lol^^
Well atleast here you can read just about the game concept and not all the other stuff in between ;P

Ideas for the super smash arena game

You start with choosing a hero, the hero got 2 or 3 essential spells which are similar between the heroes, but differ in combo usefullness and such and the pick what spells you want to add and upgrade urself.
It's supposed to make you feel that you are in total control of how you choose to make ur hero and which spells you choose to mix, this feeling is essential to the success of the game, the more feeling of restriction you get from the game the worse your experience with it will be, the more free and in control of the game you feel the better the game will seem :)
The feeling of accomplishment after winning a match with a hero of ur own design overshadows most other victories ;)

It'd have several modes for millions of hours of fun! :D

"Warlock mode" - Design ur own superhero and fight against eachother in teams or FFA, main goal: kill opponent(s) by pushing them far off the platform which makes them take high dps
Going to be difficult to balance, but it will also be the most competitive and intense mode which, imo, would be the heart of the game and the mode most ppl will probably be playing alot! ;)

"Impossible Bosses mode" - Fight together against huge, strong bosses, main goal: kill boss without losing too many lives, the less lives you lose the more extra gold to buy/upgrade stuff you all get between bosses, possible to gamble some gold before each boss which will give you higher bonus if you survive(doesn't affect team bonus)
Will probably be the most fun to make with all the flashy spells and massive bosses, would need some way the players can heal themselves and i'm against using potions or any useable items...spells ftw! hehe I bet we could trade one of the essential spells from each hero with a healing one to make this work ;)

Survival mode - Fight together to destroy an "unlimited" amount of ever growing waves with increasingly stronger crits, every 5th lvl a new commander(aura/buffer unit) will be added to the waves and every 10th lvl is a boss level
This would be different from IB mode in the way that here you don't have "long" pauses in between fights and you don't get ressurected in between fights, also ofc here you fight waves of crits instead of one huge megaboss at a time, the arena/terrain would ofcourse also be different from the IB mode, here we can add alot more strategy than just dodge and shoot at the boss :)

Capture the flag mode - 2 flags, 2 teams, goal is to bring ur opponent teams flag back to your teams base, could add some special protection for ppl carrying a flag, could have some really cool arenas for this one with underground paths and stuff ;D

Domination mode - Team matches only, try to get ur whole team to hold an area for a certain amount of time to either win the round or win extra gold, could have several modes in the domination mode maybe ;)

King of the hill mode - Be the last one standing within a certain area(maybe on a hill?^^) to be the winner of the round, easy enough hehe


On the matter of how you upgrade/choose spells there are several options which has been mentioned earlier

Either we could go with how they did in Warlock where you are completely free to pick what spell you want from start, but as you pick spells other, similar spells would be removed from ur spellbook, this require all spells to be balanced in almost any combination(hard work, but it's the option i'd prefer cause it'd give you the best feeling of being free to make ur hero like you want it to be without risking hidden "imba" heroes/builds)

or

We could make the spell tree rely on the different heroes and just make some spells not available to certain heroes, but this would make having several escape and protection spells impossible/very risky regarding balancing....it would limit our choice of spells to add to the game and it would add a feeling of being restricted for the player, so i'm not really liking this option xP

or

Elemental skill trees where we have the heroes represent like 4/5 different elements with 4/5 different skill trees and to add spells from another elements skill tree you have to pay a certain amount of gold or give up on a spell-slot meaning you can have one less spell than original(you can still upgrade the other spells ofc)

or

Another way to go at it would be to make the different heroes have a natural buffer to certain spells which you can choose to upgrade or not.
That would mean the essential spells would play a big part here as the spells that "Hero X" naturally would want to combine with his essential spells should ofcourse not be the/one of the spells that the hero got a natural buffer for = conflict of interest and creates diversity in builds ;)


Also i'd like to add...in all modes except maybe for IB and survival mode, for each point of dmg you take it increases ur "damage points" which increase how hard you get pushed by getting hit by spells(the more dmg u've taken that round the harder ur opponents spells will hit you)

I hope this makes it easier to understand the idea, but it's no use unless you try these games first! xP
Warlock and Impossible Bosses
 
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Level 6
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I'm trying to come up with modes that could be realistically added and have great success as it is something familiar to most gamers and they understand what to do, the fun is getting good at doing it ;)

It will be in a different setting than what they are used to, with powerfull mages fighting eachother with cool spells with lots and lots of different effects, it's something very different from playing CoD hehe^^

Come with some ideas urself then, it's not easy to be original when developing a game in 2013 ;P

Edit:
The King of the hill mode idea comes from me playing king of the hill as a kid and not a pc-game at all^^
 
Level 6
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Well yeah it can be alot at the same time, but i feel it's smart to think about our options of expanding the game before actually starting on it so we don't make mistakes on the way that we can't reverse which will limit our options and make like f.ex. IB mode not possible to balance properly or dig us into only being a warlock standalone which is kind of a small game if it's only that don't u think? :p
Eventhough warlock is like the most amazing game ever^^ but for a wider audience or whatever ;)

pls come with ur suggestions aswell, i know i come with like crazy alot right now, but it's because i've been thinking about something like this before(for like the biggest baddest most impossible to make wc3 map ever^^), but never thought i'd ever meet anyone who'd be able to make smth like this, but here on THW there are alot of you insanely talented artists who can do all kinds of crazy shit, i can only imagine this concept to be created by wc3 fans which we have plenty of here :D
Take that background and insert it into these other game engines(idk know nothing about :p) and it's bound to be nothing but the start of something truly amazing! :D

Okay i can get a little bit carried away when im high but shiit it's the truth aint it?^^

PS: I'd love to hear ideas about what theme it should be! :D
Here's a video the other team that was working on this made, they had gotten alot further than i remembered^^ But they went for a cartoony look on the warlocks first for easy modelling, they started on a new, much more realistic and cooler model, but never finnished the design of it, it's been like half a year now and yeah...they've scrapped the project it seems =/
 
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Dr Super Good

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Action RPG Idea

Environment:
Set in the distant future. Humans have discovered ways to reach other worlds via some kind of warp. On these worlds they encountered beings with magic like capabilities. For the safety of Earth an artificial being was created to handle all defence thus preventing the abuse of the advanced weaponry technology that was developed and stopping such technology falling into the wrong hands. The civilizations on Earth are the most advanced known and consist of comparatively few people who do not suffer from aging or sickness. All other civilizations are considerably more primitive with only a few being similar to modern times while most of them are still in a middle age or classical advancement level. Due to the lack of development most worlds feature vast natural expanses with a lot of dangerous wildlife made more dangerous by an affinity to magic. Earth is completly devoid of wildlife due to pollution and development but does have primitive beings squatting in the less useful or more polluted areas. Most wild life would closely resemble that which Earth used to have but with slight changes.

Story:
The player's character is an adventurer who has set out to try keep balance among the worlds. Much of the plot would focus on helping out less developed beings who are being threatened/attacked by more advanced beings from other worlds who aim to dominate all worlds. This includes a variety of tasks such as storming camps, defending castles or even protecting villagers. As it progresses the attackers start to use noticeably more advanced "alien" technology which is identified as coming from Earth. Later it is revealed that this technology was being gifted by a fallen scientist from Earth in exchange that they gave some magical artefacts that they captured off the primitive civilizations. Using these artefacts the scientist takes control of the avatar of the Earth defence being giving him total control over the defensive forces of Earth which he plans to use in an evil way. Final boss is against the avatar. After it is destroyed, the control is given back to the defence being and thus balance is restored.

Player Characters:
Much like any ARPG, the difference is the style of choices given to the player. Here are some examples for humans.
Evoker - A human who was born in another world with a natural talent to magic. Does everything you expect a mage to do. No particular type of magic (has access to spells that would be considered evil by other games).
Adventurer - A human who is from a genetically modified background thus possessing super-human abilities. Uses a variety of action hero / martial arts skills.
Cyborg - A being from Earth who gave up his humanity long ago and wanted to see other worlds. He uses a variety of technology intensive weaponry to attack with (think Iron Man).

The rest would be other races that are not very human like who all use magic in different ways. These would represent beings from some of the more primitive civilizations. Basically this would appeal to those "furry" liking players as the animal nature of such creatures could be emphasised more than human characteristics. Would make a huge change for current Action RPGs like D3 or PoE where you can only play as a human character.

Game play:
Progressive story but with multiple branches and the ability to backtrack to previous worlds. An example of a branch could be to defend a castle from attackers or to charge into the battlefield and take them on there.

Skill system has two parts. Action slots make up usable mounts for skills that are assigned a dedicated purpose (you cannot alter action slots, only their mapping). Skills themselves can be allocated to any action slot. All skills have an individual sub-skill tree that varies depending on what action slot you have it in. Nodes on the skill tree are unlocked with skill points that are earned by levelling up or from gear. You can have 2 (or 3) allocated skill sets that can be swapped if not in combat but respecing these could only be done once a day.

Skills interact with resources when casting to determine how often you can cast them. How these resources behave is class dependant. A Cyborg's resource would be charge which he expends when attacking and it replenishes based on gear. An Adventurer uses stamina which is expended when doing any kind of action (running, attacking, taking a hit) and recharges naturally (but gets slower the longer it is not full).

There would also be a non-replenishing resource that could be used for skills of each class. This is dropped by enemies (or brought?) so has to be used sparingly. For the Cyborg this would be advanced ammunition which is used for rocket based skills or summons. For the evoker this would be magical ingredients that would be used for powerful magic skills or summons. Most summons would be bound to this resource making them much less expendable.

Gear might focus more on a crafting system with ingredients as random drops rather than random trash drops like in Diablo III. Some pieces of gear might drastically change how a character is played such as a Power Core for a Cyborg might have huge capacity but poor regeneration or gain extra power in certain environments.
 
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Awesome characters super_good, but i'm not such a fan of RPG games, one-time-play type of maps kinda bum me out :p
And yeah i know....you can play it again with slight variations and higher/lower difficulty, but it's still not fun to play through the same story twice imo :p
You have an ability to make me visualize what you are writing about when ur writing, and thats an awesome quality well applied in background stories and such, ur probably a great story writer and i like ur character ideas, they are pretty sweet and covers the races u'd expect/hope would be in this type of RPG ;)

Maybe we could try to somewhat merge the ideas to the extent that if you go for making an RPG you keep in mind when designing the heroes that they would be fitting to play with arena-style aswell so, if we compare it to wc3, we can have like the RPG to be kind of the campaign and the arena-stuff be custom games/mulitplayer hehe

Edit:
Just reread and noticed you were talking about branches, maybe you could elaborate on that? :)
 
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I think this is a great idea, and I'm sure many people would be delighted to contribute. We have a lot of great modders for every type of request, but I guess everyone would want to help at least a little.
I, for example, don't really have any special skills with modeling, texturing or program languages. I can do minor modeling (which is mostly fixing models), maybe minor texturing, and am good at GUI. But I would be very happy to contribute with ideas, concepts (I'm great at drawing :3) and anything else that I am capable of doing.

About the game idea:
I have an idea which will possibly get rejected, but anyway, here it is.
Instead of an ORPG, make a new kind of game.
You can choose from a number of characters, 20 would be enough for start. Then you select game mode and area. Game modes should vary from AoS (DotA, LoL...) and Arenas (which could optionally include creeps, teams and various modes like CaptureTheFlag, Deathmatch, KingOfTheHill) to Boss Fights and Dungeons. Basically a good game to play with your friends. Before saying no, just give it a thought, please.
 
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We should make Arena game since its smallest and cost less resources than others btw we should not copy Warlock we need to be unique and morbent first we need to start with small games so we can learn and than make bigger, better games we cant start with MMORPG and you cant compare us with blizzard or any other big company.

I never said to make an MMORPG - RPGs take a lot of time and hard work. They are not harder (as coding and such) than the RTS but they DO take more time. So that's why I think Doc, that the RPG would fail. And if we're talking about MMORPG it gets even waaaay more serious. We don't even have ONE modeler/animator so we should firstly stick to something which can be made 2d.
Like an RTS :\ (well that's just my opinion, but it seems that the RTS will fail.. which is too bad, because in my opinion it's the only thing we CAN make)

The Warlock map Jolly... hmm, it will be too hard to balance and to think of all the coding/spells/etc... I'm not sure if we can make it that Huge but... well we can make an arena.





In answer to Dr Super Good (I wrote this to him in VM, but I'm too lazy to write it again to you people here so here it is):

You see Doc, the RPG (especially MMORPG) takes a LOT of time and modeling/animating/making skins etc. And... we aren't a real company. I mean, you have a great idea there but it should be something way more simple. Like. An RTS (I know, I really want that RTS xD) see - it has all the hard to make stuff that the RPG (and MMORPG) has, but it has less models --> less skins --> less animating --> less coding (since less units).

You've got 4 races with 15 creatures lets say and 8 buildings + 80 creeps ---> 164 models (or 2d arts). And an MMORPG would take like... hmm 800 models. The RPG is way harder. And the MMORPG is. Heavy *.*

The arena map would be nice but really hard to balance so I think that it might fail because it will be really unbalanced. Although, it IS the easiest to make, you gotta admit it. We may not know how to make games, but, taken the facts - 800 models are harder to make than 160. And the arena map would have like 20 models max. So if we're watching the *how hard is it to make a game* by these "rules" than the Arena map wins. I still want my RTS though xD I love RTSs ;(


I think we should stick to RTS, although, although the arena would be easier to make. But a lot harder to balance. I mean races are waaay easier to balance then 200 spells.
 
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@morbent:
1. I think Dr SuperGood never said anything about MMORPGs.
2. You can't say an Arena map is harder to balance than an RTS, besides, you've got a lot of skilled spell-makers in the Hive that know how to make them balanced (namely the Idea Factory)
3. Maybe an RPG needs more models than an RTS, but the RTS has other things like, as Dr SuperGood said, pathing.

It's becoming too obvious you only care about pushing your idea not caring about other's.

I don't mean to offend you, but I think you should review your position and actions regarding this thread.
 

Dr Super Good

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Just reread and noticed you were talking about branches, maybe you could elaborate on that? :)
At certain stages when progressing the story you could make a selection as to what you want to do (done by vote in multiplayer?). This is for those "what if" kind of situations.

An example would be a fortress about to be besieged and the local defending force is horribly out classed and numbered. You could be given 3 choices as to what you want to do.
1. Help people flee the castle (easy).
2. Hold the castle and fight the attackers back.
3. Launch a counter-attack (hard).

1: It is decided that holding the fortress would result in unnescescary death. Instead the fortress could be evaquated buying time for a more effective defense to be created elsewhere. Choosing this path has you protect the evacuation caravans from ambushes, monsters and raiders. You also have to go to surrounding villages to get them to evacuate. The entire operation is timed (30 minutes?) and you are rewarded for how well you complete it (how many people you save). After it is completed you are required to go commondo into the fallen fortress to kill the general while his army is outside preparing to attack (boss fight).

2: It is decided to hold the fortress no mater the costs. This begins a hero defense like situation where you need to go around the castle and destroy all attackers. As time progresses the attackers will find new ways into the castle making it harder to defend. After you held out a certain amount of time a champion will arive (boss) who you have to defeat to cause the enemies to stop the attack. Your reward is based on how many soldiers and civilians were lost, the fewer the higher the reward (it is possible to lose everyone if you really suck). Eventually you need to push out to lift the siege by routing the remaining troops.

3: Your hero decides to take the battle outside. Local forces stand in awe by the gate as you go out onto the field. Your aim is to destroy as many enemy forces as possible for a certain time. Any you fail to kill (leak) detract from your score and reward. Eventually the enemy general will appear on the scene (boss) that you have to kill to route the attack.
 
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It's becoming too obvious you only care about pushing your idea not caring about other's.

Well of course I'm pushing my idea xD! It's what people do. Try to convince people that YOUR idea is the best :| Hmm. Ok so the RTS fails, the RPG too. It's the arena ;( Hm.

HMMMM. Ok Jolly you win :p and btw I care about other people's opinions I just don't agree with them. Well, cuz probably my opinion is different. It's always like that. When someone has a different opinion from you.. you.. of course, disagree with it. You may accept it but you will always disagree unless you change your opinion to his.
 
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If I have learned anything the larger the project, The riskier the project. to be honest I cant afford to put time into something I fear wont be completed.

For me to want to be apart of this, I would have to see at least 1 project ship first, and preferable a simple project (100 hour project), with at least some of the people who plan on doing these much larger (1000+ hour projects).

For me to consider being apart of this, I would need to know quite a bit more, but you are still just brain storming ideas, so if you guys come up with something, and a timeline, I would consider it.


How Long do you think it will take to complete?
How Many Man hours will this take?
Are you counting time for people to learn tools to do what's required?
How are you going to get this project out, so people know of it?
How many people will need to play this game, and spend to brake even?
How many people will need to play this game, and spend to average 10$ in hour?

Who is your target audience?
- What do they watch on tv?
- What movies do they like?
- What games do they play?
- How often to they sleep?
- What are there favorite colors?

Are you building a game you would enjoy playing? are you the target audience?

I have a project I am doing for imagine cup with 4 guys. we had 5 months. its about a 250 hour project. we are down to 40 days. and will be pushing it to make it on time. We are going to school, and this is something we work on, at night and on weekends. and we don't all put the same amount of time into it. if we did we would be done. the projects your talking about sounds much more massive. in the 1000+ hour range. in other words 120 full working days for a single person to achieve. 120 * 8 = 960 hours. that's a lot of time. split it by 10, ok, were talking 12 working days per person, 96 hours Per person, for someone doing this on the side that's easily 2-3 months.

10 people 100 hours in 3 months each. (Not counting chat chatting about the project).

Maybe it can be done in 500 hours?

200 Hours in content (sound, textures, models, animations)
- This sounds insane.
200 hours To Create Functional project with all networking, and all features.
- Even more insane.
100 hours to get in all polish, and testing, and marketing, website, support, pushing project out, any videos on the project, overhead management of working with all people.


That's a tall order for a group of people, who for the most part will have to be learning quite a bit as they go.

500 hours * 10 bucks = 5000$ + you said 50% go to hive + pay for server side stuff. your taking making 20,000-30,000$ to be a successful project.

+ if I have learned anything, getting the game out and working on only the first step. you gota keep pushing tons of hours in to support update, and add to it to keep it going, that's gona add up as well.

Anything over 1000 hours is to large of a project for me to risk my time in, as I fear it will never be finished. 100-500 hour project is something I would be more interested in.
 
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Dr Super Good

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What about a side scrolling action RPG? Something short to test development skills out. The idea would be to focus on key gameplay aspects.

- Progression system, all RPGs need some way that you get stronger as you play more.
- 2D world, complete with non-buggy collision and moving objects such as hazzards, platforms and missiles.
- Enemies with basic combat AI.
- Multiplayer, enough for 4-6 players in a single session.

The gamplay would focus on simple wasd movement with mouse button targeting. Left button to shoot spam attack, right for power (resource spender) attack. You are allowed 3 skill set which you can swap using qe keys.
 
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What about a side scrolling action RPG? Something short to test development skills out. The idea would be to focus on key gameplay aspects.

- Progression system, all RPGs need some way that you get stronger as you play more.
- 2D world, complete with non-buggy collision and moving objects such as hazzards, platforms and missiles.
- Enemies with basic combat AI.
- Multiplayer, enough for 4-6 players in a single session.

The gamplay would focus on simple wasd movement with mouse button targeting. Left button to shoot spam attack, right for power (resource spender) attack. You are allowed 3 skill set which you can swap using qe keys.

Not bad :) but auctually we should start and make some progress.
 
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What about a side scrolling action RPG? Something short to test development skills out. The idea would be to focus on key gameplay aspects.

- Progression system, all RPGs need some way that you get stronger as you play more.
- 2D world, complete with non-buggy collision and moving objects such as hazzards, platforms and missiles.
- Enemies with basic combat AI.
- Multiplayer, enough for 4-6 players in a single session.

The gamplay would focus on simple wasd movement with mouse button targeting. Left button to shoot spam attack, right for power (resource spender) attack. You are allowed 3 skill set which you can swap using qe keys.


Yes... yes, I like that. That sounds good and easy to make.
 
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Yeah that sounds like a good basis for a simple game which is nice since it's the first game most of you will have participated in, maybe the arena idea is for a more advanced project you might take on later when you have more experience with the game engine(s) ;)
Side scrolling action RPGs has been around almost since Pong hehe^^ How will this one differ from the millions of others around?
Using mouseclicks instead of space or w/e as action button(click with mouse) is alot less used, maybe it's a reason for that? Maybe it's rly hard to combine the simple 2D moves with a precise mouseclick? Like angles and stuff, how precise can it be regarding the angle of a launched projectile?
How would you make multiplayer work in a side-scroller? Would the characters be really tiny then maybe? :p
How will you take advantage of using mouseclicks instead of just a button? (I have a small idea about that, one skill could be sliding along the ground bashing whatever you hit and the distance you slide depends on where you click with ur mouse and the longer the distance you slide the more selfdamage you take?)
It seems i'm looking for problems with ur idea here, but it's really not my intention!! I'm just sharing my thoughts about it :)

I think the murloc theme could fit very well, you could have awesome looking murlocs with bright beautiful colours, if u want inspiration for colouring the models you could take a look at some pictures of butterflies ;)
images
images
images
images
15306568-dark-green-gold-violet-butterfly-morpho-isolated-on-white.jpg

If ur going for murlocs i would suggest you add like some sort of evolutionary thing, like you can upgrade ur murloc to be bigger and better(don't have to be bigger for all lvls, some lvls can be small and super quick'n'crazy while other lvls can make you a huge brute of a murloc^^)
Doesn't have to make it better either when i think about it...could just make it different, with different skills/spells, range/melee, quick/slow etc. that would open up for more possibilities in other game modes aswell ;)
Also maybe you could make ur murloc like lay an egg or smth and you hatch a helper with basic AI which you can train and ressurect, the type of egg(ranged, melee, spellcaster, bowman, monster, brute) you lay could vary depending on what type of murloc you are when you lay the egg ;)
If you go for making it evolutionary, but not make it better(not intentionally atleast) for each time it evolves you should make it so the player can choose to evolve or not, if he don't want to evolve he can't just do it later whenever, he will have to lvl up again or smth ;)
Maybe it doesn't have to depend on lvl/experience, but on something you can pick up from bosskills or something? :)
 
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