My Game (WIP)

Angoron

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Hai guies! Mah name's Angoron, and I'm here to tell you guys about my game Idea!
Everything, and I mean EVERYTHING, is Work in progress. This game will probably take a long time.
It was orignally based on Tf2, and I tweaked, and tweaked.
Now it's basically a First person, Melee only MOBA, with select players collecting materials for the others to use to claim the objective.
Things in () are the relations to tf2, to help you swallow it all.

Name:
JunkWars

Story:
So the story is a work in progress, but basically it's Earth in 2150, where the entire planet is basically Corusant. A nuclear asteroid hits, and kills all the people.
The last humans are at a colony on Mars and they send some people after like 5 generations to reclaim the planet! While there, the Architect(Engineer) finds a device they used to kill cancer cells, and by fiddeling with it, turns it into a rebirth machine! However, to do so It needs a copy of each of they 9 people so that it knows how to rebuild them, hence the Naturalists(Blu team).
The Metalists(Red team) want to bulldoze the massive forests that have grown over all the massive ruins and metal piles, the Naturalists say no, and they start to fight.

Classes:
Warrior (Heavy): Uses a gigantic Crossbeam as a Great Sword, his job is to protect the Architect/Druid and Operator classes. Uses armor to increase his survivability. Uses metal collected by the Collectors to patch his armor.

Ranger(Hunstman Sniper): His job is to get through the Warrior walls of flesh to hit the enemy Important classes. Is relatively weak, and has to get arrows from stockpile collected by Collectors.

Collector(Scout collecting money in MvM): Entire job is collecting Junk Metal(Hence Junk Wars) and mutated fire, healing. and explosive plants. Has two separate packs for each, as they fill they get progressively slower.

Medic(Medic): Creates various Medpacks from collected healing plants

Architect/Druid(Engineer): Can build small, destructible walls, can create Mortars, Mini-Mechs, and can repair bridges.

Operator(Scout): Quick, nimble, but weak, their job is to capture the objectives, and utilize the Architect's machinery, so much so, they're the only ones that can! Protect these!

Agent(Spy): Has camouflage that turns invisible while still, and partially visible while moving. Has a electro-knife that charges up and stuns targets for 3 seconds. They can then be one-shot by any other class. They can also mark targets for their teams, and mark areas to be shelled my mortars.



So I want people's opinions and input. It's still VERY much in the idea stage, I'm still working on the very base code. Anyway, if you'd like to get in the late Alpha, let me know here!

EDIT: None yet.
 
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Looks awesome man , I've actually been working on a story that is based on the Fallout series but mixed with Game of Thrones.
 
Looks awesome man , I've actually been working on a story that is based on the Fallout series but mixed with Game of Thrones.

That sounds pretty cool, actually. Swords are just cool.

Mine's more of the growth element of Fallout, not so much the desolation. Its the beauty of nature in the ruin of man, sorta thing.
 
I hope you're not creating this by yourself. I don't want to doubt your skill or anything but making a good video game takes a lot more then just programming.

The idea is pretty interesting although I'm a bit confused as to the actual goal of the game. At first I assume since you said it was a MOBA the goal is to destroy the enemy Nexus/Tree of Life/whatever you wanna call it, but then it brings in the collecting "junk metal" part. Is that like the currency for the game? It's used to complete objectives? So like to win you need to finish a certain objective?
 
I hope you're not creating this by yourself. I don't want to doubt your skill or anything but making a good video game takes a lot more then just programming.

The idea is pretty interesting although I'm a bit confused as to the actual goal of the game. At first I assume since you said it was a MOBA the goal is to destroy the enemy Nexus/Tree of Life/whatever you wanna call it, but then it brings in the collecting "junk metal" part. Is that like the currency for the game? It's used to complete objectives? So like to win you need to finish a certain objective?

I actually have a more thorough explanation, I just didn't know if people would care. Basically the objectives are "Books of Power", or Reinforcements style games as of now. Since the Architect is the leader and a bit of a tech genius, he tries to find these books. They're science books, but since it;s been like 5 generations and they didn't have the time to save them, he doesn't know some of these blueprints. So the Metalists are trying to find them for him.

The naturalists oppose the old world, and they seek the books simply to destroy them, since their Architect actually is a druid and he can control the growth of plants so he doesn't need the information.

In response to the on my own, I know I'll never get it done alone, but I want a solid base of code and functions before I get artists on-board. I don't want to entice them without a playable demo.

Let me know if You want to know anything more, I was quite vague, half on purpose because I don't want nobody stealing mah Ideas :P
 
I'd like to get the Alpha... If I get any crazy ideas, I will post them here...
 
Sniper don't need no bow. I was thinking more along the lines of this.

Looks nice as a base idea. May be a bit complicated to completely catch on, but I'd like to try it out when you make it.
 
Yeah throw me on the Alpha list also. Pretty interested in seeing how this turns out.
 
Throw me on the alpha list :)
I might try to figure something nice out as well

Btw, are you coding the whole game engine or using one like Unity or UE3?
 
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You can throw me in as well. Although, it's hard to tell if any of it is a good idea or not. It's vague, in terms of game design, and things that look good on paper are destined to fail at face value, and will need to be tweaked as they get implemented into the actual gameplay and off of paper. I'm ignoring your story, because a story should compliment the gameplay. Your story can be lame, but if the game is good, then it's alright. It's hard to say that for the other way around. (Final Fantasy, or should I say, Final Hallway, is a good example of this)

Some questions you should be asking yourself as you develop:
What makes this stand out from other MOBA's and what is something new that I'm adding to the table?
How is each class fun to play and fun to play against? (Counter play. Good example being how the Mini sentry is fun to use, but not fun to play against)
Do my aesthetics compliment my mechanics and dynamics? (I.E, story to gameplay)

I wish you luck in your endeavor.
 
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All those asked have been added to Alpha list!

You can throw me in as well. Although, it's hard to tell if any of it is a good idea or not. It's vague, in terms of game design, and things that look good on paper are destined to fail at face value, and will need to be tweaked as they get implemented into the actual gameplay and off of paper. I'm ignoring your story, because a story should compliment the gameplay. Your story can be lame, but if the game is good, then it's alright. It's hard to say that for the other way around. (Final Fantasy, or should I say, Final Hallway, is a good example of this)

Some questions you should be asking yourself as you develop:
What makes this stand out from other MOBA's and what is something new that I'm adding to the table?
How is each class fun to play and fun to play against? (Counter play. Good example being how the Mini sentry is fun to use, but not fun to play against)
Do my aesthetics compliment my mechanics and dynamics? (I.E, story to gameplay)

I wish you luck in your endeavor.
Noted :) I do read a lot of game dev theory video series and blogs. I'm also setting aside an entire day of Development for: TF2, CSS, LoL, DoTA, and StarCraft2 all to look at strategies.

I also am trying to get a lot of people to play Alpha, and have input because I want to know what is fun and what isn't fun, Counterplay, as you said. However, it's not so much as just hard counters and fun, as opposed to difficult and reward, which I call FOO strategies, from Extra credits.

Take for instance, a mini-sentry. Why are they so universally hated? It's a 3 part issue: 1, its small, and easily hidden and does a lot of damage, and it takes a good 2 rockets to take down. 2, it's also because it's so easy for the Engie to throw one down, it's only 100 metal, and it build very quickly. So the achievment players get from destroying them are easily diminished when one just pops up. Lastly, it fundamentally changes a class's dynamic. Engineer was designed to be a support class, through and through. You have to protect you engie to make sure he's safe, and can build buildings to support your team. He could even play rather aggressively. However, it would always take some time and effort for those things to be built. With the gunslinger, the engineer gain extra health and can place a mini sentry with little effort, gain kills, and get metal, leading to an infinite supply of metal.

When multiplayer games are concerned, we want to be challenged, to feel accomplished when we win, or contemplative when we lose. With Mini-sentries, the accomplishment is nothing. You killed a mini-sentry? Good, here's 3 more.

This is an example of a FOO strategy, something that's powerful with little skill, that, in pubs, have no real reason to be changed for an offensive engie. It's made a new class that's no fun to play against, that's based upon a FOO strategy.

The Aesthetics are actually only placeholders atm until I can get a demo running with the methods working, to show interested modelers before the jump on board.

A good story that explains the games methods do a world of good, even if it's just a little thing. For instance, my respawn method is a machine that deletes cancer cells by introducing new cells, that was retrofitted to replace all the files, essentially rezzing them :D
 
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