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Tillofolofogus

2D MOBA Game Design (Need Suggestions)

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[center][b]MOBA PROJECT (WIP GDD) Mostly Ideas[/b][/center]
Dimension: 2D
Genre: Action Platformer MOBA
Theme: Japanese Fighting (Not Anime)
Platforms: PC and Mac

[b][color=#008080][size=5]Heroes:[/size][/color] (Thinking about adding leveling system and separate paths per Hero).[/b]

[b]Level 1 – 9: Sumo – Tank Class but Slow Movement[/b]
[b]LvL 10 - 19>[/b] Sumo: Guard –
[b]LvL 20 - 29>[/b] Sumo: Belligerent –

[b]Level 1 – 9: Kyudo – Archer/ Long Range[/b]
[b]LvL 10 - 19>[/b] Kyudo: Iris –
[b]LvL 20 = 29>[/b] Kyudo: Abet –

[b]Level 1 –9: Ninja – Light-footed Assault[/b]
[b]20>[/b] Ninja: Shadow –
[b]30>[/b] Ninja: Vigor -

[b]Level 1 – 9: Monk – Healer/ Spell Caster[/b]
[b]20>[/b] Monk: Zen –
[b]30>[/b] Monk: Crane –

[b]Level 1 – 9: Samurai – High Damage but Slow Attacks[/b]
[b]20>[/b] Samurai: Vanguard –
[b]30>[/b] Samurai: Defender –

[color=#008080][size=5][b]Basic Hero Abilities:[/b][/size][/color]
[i](A) = Attacks[/i]
[i](T) = Team Based Ability[/i]
[i](M) = Maneuver (Movement x2 = Attack)[/i]

[b][u]Sumo[/u][/b]
[b]Movement[/b]: Jump, Roll, and Jog
Jump: “W”
Roll: “S”
Jog: “Shift + “A” or “D”

[b]Attacks: [/b]
[b](A) [/b]Pummel: Throw fists at enemy.
[b](A) (M) [/b]Knockdown Roll: Jog + Roll facing an enemy.
[b](A) [/b]Body Slam: Must use when in air. (3 sec delay)

[b]Movement Combos: [/b]
Roll + Jump = High Jump
Jog + Roll = Knockdown Roll
[b](T) [/b]Swap: Switch places with a teammate who is taking damage and receive damage. 30s Delay.

[b][u]Kyudo[/u][/b]
[b]Movement:[/b] Crouch, Run, and Dive.
Dive: “W”
Crouch: “S”
Run: Shift + “A” or “D”

[b]Attacks:[/b]
[b](A) [/b]Shoot: Shoot arrows at enemies.
[b](A) (M) [/b]Bird: Run + Dive to glide over enemy getting 2 arrows to shoot before landing.
[b](A) [/b]Focus Fire: Shoot a barrage of 3 enchanted arrows (3 sec delay)

[b]Movement Combos:[/b]
Crouch + Run = Snake (dash through enemies with little recognition)
Run + Dive = Bird
[b](T) [/b]Boost Arrow: Shoot a buff arrow at teammates to help them out. 30s Delay.

[b][u]Ninja[/u][/b]
[b]Movement: Double Jump, Run, Meditate (Crouched Position)[/b]
Double Jump: “W”
Sit: “S”
Run: Shift + “A” or “D”

[b]Attacks: [/b]
[b](A) [/b]Cobra: Throw bladed shurikens at enemies.
[b](A) (M) [/b]Viper: Meditate + Double Jump to stun enemies inactive for 2 seconds + damage.
[b](A) [/b]Flying Mamba: Jump on enemy to release a viscous attack on them.

[b]Movement Combos:[/b]
Meditate + Run = Double Jump + Flip (Lasts until damaged by foes)
Meditate + Double Jump = Viper
[b](T) [/b]Extreme Meditation: Meditates for 5s to increase critical hit chances by 25%. 30s Delay.

[b][u]Monk[/u][/b]
[b]Movement: [/b]Glide, Shuffle, and Vanish (Disappears until hit by opponent, glides, or uses ability)
Shuffle: “W”
Vanish: “S”
Glide: Shift + “A” or “D”

[b]Attacks:[/b]
[b](A) [/b]Overcast: Sends dark spirit to deteriorate opponents.
[b](A) (M) [/b]Specter: Vanish + Shuffle around enemy to create an electric current wherever you passed harming enemies in the range of the current.
[b](A) [/b]Impel: Targets aerial enemies to send a force downward slamming them to the ground.

[b]Movement Combos:[/b]
Glide + Shuffle = Double Shuffle
Vanish + Shuffle = Specter
[b](T) [/b]Cure: sends healing spirit to those in need. 30s Delay

[b][u]Samurai[/u][/b]
[b]Movement: [/b]Jog, Catapult, and Coil (Becomes small and shielded by armor)
Catapult: “W”
Coil: “S”
Jog: Shift + “A” or “D”

[b]Attacks:[/b]
[b](A) [/b]Swipe: Swipes Katana with a determined and smooth flourish
[b](A) (M) [/b]Helix Fury: Coil + Catapult launches Samurai into the air damaging enemies in it’s radius.
[b](A) [/b]Sun Bash: Raises katana to strike enemies above.

[b]Movement Combos: [/b]
Jog + Catapult = Fast Catapult
Coil + Catapult = Helix Fury
[b](T) [/b]Shroud: creates shield among a certain radius in which enemies can’t enter. Lasts for 10 secs. 30s Delay.

[b][color=#008080][size=5]Objective: [/size][/color][/b]




[center][size=6][img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] We need help from you! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img][/size][/center]
Since this is a MOBA, we need help thinking of a unique objective of the game! Don't make it too absurd but make sure you think outside the box.
Example of not thinking outside the box: "1 Tower at each base and the objective is to destroy the enemy tower".
Notice: We will recognize the people who suggest ideas we actually use in this game! Your name will be put in a special thanks area in the credits!

[center][color=#ff8c00]Have any other ideas? Please explain them in a post below![/color]
[b]Current Special Thanks: (In order of ideas)[/b]
(None at the moment!)[/center]


[b]Current Team Members: (In order of joining)[/b]
1. Chris: Team Management, Game Design, Recruitment
2. Antonio: 2D Character Animation
3. Oscar Celestini: Character Design and Concept Artist
4. Steve: Sound Effects (SFX)
5. Rob: Musical Composition
6. Michael: Programmer (Pending Decision) (Waiting to see if we're dedicated)
7. With Programmer ---> Concept Artist x2 w/ Game Designer.

(Disclaimer: Not a recruitment thread). Edited by CFrac2
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Interesting idea... i've played dota for like 4 years and dota 2 since beta, i like a lot moba game if i can play them with my friends.

So as first suggestion, think a way to let user make team and then join together, moba are made to play with people, with clan and if no one of them are free, just join a quickmatch with stranger ally.

I don't know about this new key "system" with W-S and Shift+A/B, if it could be good or annoying for those used to 1-2-3-4 or q-w-e-r, so at last let user change keybind, anyone got his style and letting them using keys they want is better!

About the objective.. that is an hard questioin.. can u tell more about the "background" or "story" of the game? It would be helpfull and would help think about a good idea that fit in the story :D
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[quote name='Bluefirehawk' timestamp='1348055749' post='4981647']
[quote name='CFrac2' timestamp='1348035728' post='4981565']
..., we need help thinking of a unique objective of the game! Don't make it too absurd but make sure you think outside the box.
[/quote]
Your wording alarms me already. What do you think you are doing?
The objective is the core of your game, it can change what skills are useful... it can change your gameplay.
From the looks of it, you want somebody else to come up with it, as if it was a skill. You don't seem to give it the attention it deserves.

You are in charge of it, get different ideas if you are stuck. If somebody comes up with the greatest idea ever, then use it. But don't expect somebody else to do the job for you.

I love "think outside the box" descriptions. It doesn't mean anything, not until you've defined 'the box'.

You have given some skill and character description, I don't know why you wrote down the control scheme. You haven't wrote anything about the lore, story of the characters. The only thing you gave was a generic word (Japanese Fighting) and that is what you will get as answers.

If you want to brainstorm something more specific, you have to tell more.
[/quote]

This is WIP GDD. Nothing is official at all yet.
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[quote name='Bluefirehawk' timestamp='1348055749' post='4981647']
[quote name='CFrac2' timestamp='1348035728' post='4981565']
..., we need help thinking of a unique objective of the game! Don't make it too absurd but make sure you think outside the box.
[/quote]
Your wording alarms me already. What do you think you are doing?
The objective is the core of your game, it can change what skills are useful... it can change your gameplay.
From the looks of it, you want somebody else to come up with it, as if it was a skill. You don't seem to give it the attention it deserves.

You are in charge of it, get different ideas if you are stuck. If somebody comes up with the greatest idea ever, then use it. But don't expect somebody else to do the job for you.

I love "think outside the box" descriptions. It doesn't mean anything, not until you've defined 'the box'.

You have given some skill and character description, I don't know why you wrote down the control scheme. You haven't wrote anything about the lore, story of the characters. The only thing you gave was a generic word (Japanese Fighting) and that is what you will get as answers.

If you want to brainstorm something more specific, you have to tell more.
[/quote]

I would love to see you on the team as a game designer. I sent you a PM already.
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Suggestions for objectives:

1. You and the enemy teams fight on different maps against mobs, but when you kill a mob, it spawns on the enemy's map and walks towards its base, although your enemy wouldn't get as much loot from it. There would be a wide range of mobs, as well as several bosses.
2. There is a base and a turret which requires fuel. You need to obtain the fuel before the enemy does. If you get more fuel, the tower will grow stronger, but if it begins to run out, it may eventually stop functioning. Also, both sides use fuel packages, but there's a limited amount.
3. One team defends, and the other team attacks. The defending team has turrets but has a longer respawn time, and the attacking team has infinite lives, and the attacking team's heroes don't give the killer exp.
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I'd like to ask for clarification on one thing: are you trying to get ideas for new gameplay to be the exclusive style for this game, or is it going to be in addition to the 'normal' gameplay expected from 2D MOBA?

I'm hoping that it's the second, because if you can't go for a FFA Deathmatch against a bunch of friends or random people, I think you're missing something.
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