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Member Since 08 Apr 2012
Offline Last Active Oct 04 2012 01:52 PM

Posts I've Made

In Topic: Game Design Theory Podcast

15 September 2012 - 12:54 AM

Thankyou for sharing will look into all of them.

In Topic: What mechanics are most vital to the MOBA genre?

29 August 2012 - 04:28 PM

To me the core of the experience is that
1. You have no progression outside of a single game (meaning youre not objectively stronger on your 100th Game than your first)
2. RTS Camera view (Rotation, zoom in/out, and tilting camera may be permited)
3. Combat mechanics Are basicaly Auto-attacks + Abilities (number of abilites may vary)
4. You're in a restricted environment (Basicaly a map and not an open world.)

Type of objectives, map layout, level progression inside the game, item buying, farming gold and all that stuff are all stuff that can be removed or modified.

In Topic: Working on a new MOBA and need help thinking up new skills...

27 August 2012 - 01:38 PM

I'm not sure I like the criteria you put to define a skiil. I think instead you should go with a more technical grid and try to make all possible combination

1. Targeting type ( (Delayed) Line Skillshot, Targetted Ability, Delayed Aoe Skillshot, AoE Around Player, Closest Enemy or Ally Target, Cone Skill Shot, Self Cast)
2. Dammage or not ( Yes or No)
3. Dammage Type (if Yes) (Magical, Physical, Direct, %HP, Mana Burn.
4. Buff Type (Heal, Speed Buff, Attack or Magic Buff, Armor or Magic Resist Buff, Mana ''heal'')
5. Debuff ( Same as buff but inverted)
6. Crowd Control (Stun, Slow, Snare, Push, Pull, Exotic target moving, Fear, Silence, Charm, Taunt)
7. Special Effects (Gap Closer, Invisibility, Stacks, etc...)

I think you will achieve alot of skills very fast with that. Yes they will be sort of generic but you still have the posibility to make Thousands of Skills with that and they can be relatively original. Anyway you will always need to keep a sense of familiarity so that people can learn your champions fast enought.

In Topic: What mechanics are most vital to the MOBA genre?

27 August 2012 - 01:25 PM

If you want to strip off everything thats un necessary its not even necessary to keep the nexus destroying objective and the lanes. you can do a MOBA thats all about death match with no minions and no structures

In Topic: Corp-States Design Doc

17 August 2012 - 11:47 PM

First of all i see this as a presentation document and not a design document. Theres no information on how the core mechanics work and how the game systems work you might want to work on that (In fact not might. You want.)

Second since this is seems like a presentation document tons of stuff are missing like Target Audience, why this idea is market-able/profitable the costs and the human ressources required.