Weekly summary #1
Two big updates this week. We finished the arena. Looks very nice. The system that lets you use abilities
The Map
Just look at it. Amazing
Abilities
In every MOBA you can use abilities of many different kinds.
To make this possible there are many different systems in play. Looking at your input, specially cases that you hold down the button to reactivate the ability, automatic activation and of course networking.
The biggest and hardest part is behind us. Only a few conversions remain. For example Minions, Towers and monsters. But that isnโt that hard.
All in all, a great week.
#MonarchsDawn #gamedev #indiegame #IndieGameDev #indie #MOBA #videogames #game #Gameplay
Update 2 - How do I design a map
Because I am once more designing a map, I would like to share my thoughts with you.
Goals
The highest good is of course for players to have fun.
This asks for a 1v1 map. A duel specifically, because you easily find a friend to play. It takes maximum of ten min to complete, while giving you a good way to figure out a characterโs strength and weaknesses.
The second goal is to show off, the parkour movement.
As a result, it needs verticality, different levels and many parkour objects.
Third, it shows the progress. With time Minions, Towers and jungle monsters will join the arena. Step by step, we will make a great game.
Layout
The map is divided into 2 different parts. The Minion Lane bring confrontation, a lot of strategy and the typical back and forth of a duel.๐ท Jungle area adds strategic depth with more possibilities and helps champions that are not good in 1v1s. A big monster givers major rewards, while two smaller camps, one on each side give lesser.
Planning
So, we shall begin the planning.
Yellow is for minions, green is jungle monsters
Blue represents advantages from the arena itself. The base is absolute dominance, no enemy can get into it. Close to the base is dominance through the tower and a little further. Reason behind it is that you can initiate a fight but fall back into a secure area.
Height
A further aspect is height. Marked in Red are easy ways to move through the map, while having the high ground with a possible enemy. Specially experienced players know how important a height advantage is.
Line of sight makes sure player can see their own jungle camp. If an enemy tries to snatch it way, the defender can contest it. The same applies to the big neutral monster. Because it gives a great number of resources, people should be able to contest it. On the other hand, the player that wants the fell the boss monster needs to also think about this factor.
Putting all of the above into consideration, I came up with the layout.
#IndieDev #GameDev #MOBA
Wall jump and Health Bar update
Wall jumps
Look at this beautiful walljump. It is easy to use now, even sideways.
I just put a minimum angle in, so the creative types canโt get out of the map so easily.
Health/ Energy Bar
We are fast approaching our first multiplayer.
Health and energy bar for the local player. Health bars for others, so you can see their health.
#IndieDev #GameDev #MOBA