Jump to content

  • Log In with Google      Sign In   
  • Create Account


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

#4974601 What mechanics are most vital to the MOBA genre?

Posted by on 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.

#4973881 Working on a new MOBA and need help thinking up new skills...

Posted by on 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.

#4970750 Corp-States Design Doc

Posted by on 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.

#4961340 [Weekly Discussion] on RPG Genre's flaws - Week 4 : "Exploration]"

Posted by on 20 July 2012 - 09:25 AM

So basically, there is no exploration on the main path? That sounds restrictive. I think the player explores the game whenever they're not fighting (in fact once could argue they even explore the battle system everytime they're shown new enemies).

I would argue that there is no or almost no exploration in main paths for most games.

One reason being if you are told to go at a certain place you are aware of where you go and you have a goal. This ''mission'' is what is on your mind and not exploration.
I would'nt call going from point A to objective B exploration because you are looking for something specific. When you're exploring you're consciously deciding to go in a direction rather than a place your mind is not focused on any objective but finding on something new that you are not aware it exists or are unsure of what lies somewhere.

As for combat, if you want to have a equivalence of exploration you need to remove redundancy from the combat system as much as possible. In fact the only games I know who give a sense of exploration or discovery in combat would be Demon's Souls and Dark Souls. The reason being that when you discover a new enemy you don't know AT ALL how this enemy will attack you and you cant read his moves therefore you have to ''explore'' his behavior to discover how to kill him.

#4960579 Inventory Screens...

Posted by on 18 July 2012 - 12:08 PM

put cursor over item in inventory put description and stats in the upper space.

#4943583 How long duration for a match is too long in a lobby based game?

Posted by on 26 May 2012 - 05:06 PM

I wasn't looking for ideas on how to make it shorter though..
I was looking for ideas if it's possible to design it in a way to it's possible to have 1-2 hour long matches where casual gamers can play as well and keep the game as competitive as possible.

Short answer is no. And we cant help you further without knowing how the game works.

#4943418 How long duration for a match is too long in a lobby based game?

Posted by on 26 May 2012 - 01:40 AM

Basically, if you dont have time for an entire match you just dont play and wait till you have time. when you enter a game your team counts on you and you have the responsibility to stay.

There would still be people playing even if it was 1-2 hours long but you would have to keep the action increasing the whole time.

At the end of a game you can report people on your or the opposing team, the report is then reviewed and then punishment is given if it applies.

Theres a report option for: Griefing, AFK/Leaving, Refusing to Communicate and Assisting Enemy Team.

Yes these kind of things prevent a certain type of ''casual'' gamers to access your game but millions of people play league of legends every day so if your game is good you dont have to worry about accessibility concerning the lenght of games unless it goes higher than 2 hours. Even up to 2 hours you will find alot of people willing to play if the game is good.

On a side note, it is important that there can always be ''hope'' for both team. NEVER EVER Should the player be doomed to fail and have to wait 30 minutes to happen. If after 10 minute out of 1 hours, the team that has the early advantage is already sure to win, no one will play the game.

This is why LoL is so popular because even if the enemy team has a super big advantage, if you and your teamates make a very good play it can throw the game around and you can win in an instant. Ive seen and experienced momments when one team had twice the kills of the other team and was super close to winning and an awesome play of coordination by one team turned the game around and they won.

It is important to know that LoL is all about wining the match and not about having good kill death ratio. By that I mean : In call of duty, win or lose, no one cares they look at their individual performance at the end of the game and disregard the global score.
On the other hand, in LoL, the gameplay is VERY objective oriented (take down towers, group up to kill a monster for the buff, take advantage of being 2v1, ganks, etc....) The result is that what is gratifying at the end of the game is the victory of your team and not your individual performance.

#4934975 What do you think of this game design Bachelors degree with Major.

Posted by on 26 April 2012 - 12:00 AM

From a pure software developer point of view (not game related), it looks good. Only thing I'd say is missing is Databases (SQL, Normalisation, and all that) and possibly Internet Programming like website design, javascript, etc. (alot of games run on browsers now).

In terms of game design, I'd agree with ApochPiQ who says you need creative skills as well as programming skills.

There are options for the subjects you are talking about i will think about choosing them.

Here are the descriptions of the Game Related classes.

Introduction to the video game design and programming techniques to them.Context-awareness and practices of the video game industry and the requirements of the domain and the necessary training to work.

History of video games. Definition and basic characteristics: context, concepts, history,interface, visual appearance, sound, virtual world, support, documentation anddistribution. Video game industry: historical context, reality and challenges. Design and development in a commercial environment. Methods development and teamwork.Project management. Game design. Relationships between elements of the game, the rules and gameplay. Characterization of initial conditions and victory. Study strategies, tactics and their balance. Case Study: Failure, GB, Civilization, Settlers of Cathane,Mage Knight, etc.. Basic techniques of programming video games. Choice of technology platform programming language. Modeling of the virtual world. Introduction to a scripting language such as Lua, Python, etc..


Familiar with all aspects of the realization of a video game, from idea to distribution.Publicizing issues and success factors of achieving Making a game capable of defininga game concept, according to the evaluation criteria specific to the industry. Develop the skills necessary for the establishment of a team of design and construction.

Definition of a game concept according to the rules of art and concept evaluation.Concept paper and implementation aspects of the game: context, programming, testing,marketing, media, human and material resources, project management, risk factors,financing etc.. Development planning. Starting a project to build a game (portfolio) andestablishment of management mechanisms. Development of a prototype of play andTechnology Choice prototyping environment. Craft of game development and prototypinglanguages ​​scripting: Python, Pygame, Flash, etc..


Allow to synthesize knowledge acquired in the course of the program through active participation in the realization of a game prototype through production workshops.

Submitting a work plan at the beginning of the course. Production of a CD-ROM with the prototype Thurs Developing and Writing a concept document. Report describing thestudent's contribution in the prototype with his resume. Report project progress at the endof the course. Presentation of the prototype and evaluation.


Introduction to artificial intelligence techniques used in video game design. Use these techniques to achieve a high level of realism. Implement various concepts using anobject-oriented programming language.

Application of artificial intelligence techniques to the field of video games. Modeling of the game: uncertainty and dynamics of the game, representation of the environment,architecture of intelligent agents, modeling behavior (teams, driving, ...) use graphs in video games. Behaviour and choice of actions: heuristics, search algorithms (such as A*, Hill-climbing, Alpha-Beta Minimax, etc..), Applications of Markov processes. Learning and knowledge representation: Neural Networks, Bayesian networks, classical logic andfuzzy logic, rule-based systems. Each concept will be illustrated by examples from thefield of video games.

Thats the best google could achieve.

#4932180 Gesture-based spell system

Posted by on 17 April 2012 - 10:34 AM

If you wanna see a gesture based spell system Drakan on PS2 had one

#4929321 What do you think about Turn based combat?

Posted by on 08 April 2012 - 08:20 AM

Sorry glhf but the human brain is limited theres simply stuff you cant analyse just as fast WoW is a no-brainer game you can macro your abilities but for turnbased strategy game its something else. Also the 100 skills to choose for each situation, Heroes of might and magic demonstrated that. Tons of spells that you can use for many situations and that will change the outcome of the battle in many ways.

Turn based games often have a much more complex combat systems that needs to player to predict the outcomes of his actions more than actions games or real time strategy games.

Also the fact that you've been playing games for more than 15 years is irrelevant.

#4929319 Luck as a Gameplay Factor

Posted by on 08 April 2012 - 08:16 AM

The Bomb balancing was an extreme example, since those are the easiest to understand. But if you roll for affected unit and structure seperatly, then yes, it works out again, which is exactly what I mentioned earlier: Averaging through a high number of rolls. It was an example to illustrate how luck negatively affects the game experience.

My point is that the randomness of the dammage will create an uneven and chaotic result in the area of effect. if the dammage is consistent you will either blow a round hole in the enemy base or just destroy nothing. with randomness into account, you will creat a zone of chaos wich is one of the effect that tyou might want the bomb to have.

Also, on a smaller scale you rely less on certitude. For example if i have a squad of 5 troops and the enmy has a squad of 8 troops I might decide to risk it if they have dammage that is random.

While I can see your point I have to disagree: Luck in competitive play reduces the influence of the player's skill. High-Risk-High-Reward situations should arise without luck involved.
An example could be in a 2vs2 RTS game, when your enemies attack your allied base you could, instead of helping your ally, attack the now undefended enemy bases. You risk having your own base wiped out by the enemy's combined force, but it's also possible that you completely destroy their base and their support, so you can defeat both armies that were weakened by your ally. This is a high-risk-high-reward situation that arises without the influence of luck, and that gets resolved by skill alone, which is exactly what you should look for in competitive play.

If you want a good example of where randomness is applicable in competitive play you should look at MOBA games like League of Legends. In these games, certain champions are particuliary good at benifiting from crit chance so if at the begining of the game they have 10% crit chance, they might decide to use their abilities that proc crits on champions instead of on creeps.

the best example is a champion named Gangplank.

this champion has an ability where he shoots a bullet at the target and this bullet has a chance to crit. if it crits it does massive dammage but if it doesnt you just wasted 50 mana because the dammage is rather low. on the other hand the same ability grants bonus gold if you use it to kill minions so you can wait for them to be very low health and use it on them to have consistent bonus gold. Here, luck is a major factor in how you play the champion. if you are lucky you can harass the enemy out of the farming zone but if you dont risk it you can decide to use it on creeps to get bonus gold.

#4929277 What do you think about Turn based combat?

Posted by on 08 April 2012 - 04:37 AM

Turn based combat gives the player a chance to not rely on any fast action thinking. What this creates is the ability for designer to make more complex combat systems affected by many more factors and gives the player a more ''intelectual'' gameplay. The Heroes of Might and Magic series, especially Heroes 3 (imo) is a very good example of well made turn based combats, I suggest you take a look at it.

#4929276 Luck as a Gameplay Factor

Posted by on 08 April 2012 - 04:34 AM

Luck should not be part of the game if you want competitive players.
But if you want players who just play for the fun of it and aren't that hardcore then add as much randomness as you want.

I disagree. Knowing that there is a random factor in competitive play is a nice way to put players in high risk high rewards situations. The player has to tell himself : Okay i have 50% chance of this happening no matter what, is this worth the risk?

This is the kind of choice you want players to make in competitive play.

#4929274 Luck as a Gameplay Factor

Posted by on 08 April 2012 - 04:31 AM

Random number generation is very important in video games. You seem to only talk about Random numbers that you, the player, can see on screen but they are used for many other things.

For instance, AI random numbers will make an AI choose between left or right instead of always choosing the fastest route to a destination.

Also, if the designer decided to make the bomb do 200-9999 dammage and the avarage health of a structure is 8000 he did somethign wrong and its not because of its random factor, its because of balance of random numbers.

Plus, for a bomb, you could spread the random numbers. What I mean is when the bomb explodes the dammage is rolled for every units in the blast radius. this creates a better sense of chaos created by the bomb instead of total anhilation or zero anhilation, you will have a base where some buildings are left intact and others are not.

The other important factor in luck: Its fun to be lucky. if you play a game and score a critical hit your immediate reaction is YEAH!!! and game designers have to take that into account. When you design a game its for it to be fun not to be a model of balance to be used in a game algorithm class.