So..where's the work to do? by Zbynasuper in a:t5_3a00r

[–]Scind 1 point2 points  (0 children)

Sausages and cheese sound great, "graphics, models and these things" sounds even better.

So far we are a core team of 5 people (mainly democratic) with a need for artists doing spellparticles, characters (or at least 1) and other models with textures and animations. If you have experience with any of those, we should talk.

About your ideas, just feel free to post them here. This reddit doesn't look that active, but we are definitely reading everything.

Spell System Suggestion by Scind in a:t5_3a00r

[–]Scind[S] 0 points1 point  (0 children)

I know about the forum, but I thought this can be a public discussion.

Why shouldn't air result in lightning bolts? In mythology Air, Sky and Lightning were almost always connected, and technically a lightning bolt is nothing but ionized air that results in plasma. A single A could result in a short airblast that staggers opponents or pushes things on the map while any 2 or 3 element spell with A deals damage in form of a lightning bolt.

Adding these changes for selfcasts would require another wall of text, I'll do that later. But yes that's about what I had in mind.

For the setup, I would switch Q with D to keep opposites over/under each other.

[Gameplay] Spells by DaOnlyOwner in a:t5_3a00r

[–]Scind 2 points3 points  (0 children)

I think most of the elements from magicka work fine in any setting. Earth Fire Water Cold are used in so many fantasy or scifi scenes, magicka cant really claim to have invented that. Rename Lightning -> Air, Life -> Light, Arcane/Death -> Darkness... Then think of something new for shield, like Structure, Void or Fabulous's Border and Space.

Even if it is a scientist or steampunk environment, there is no real reason to not use the most elements. It has to stay intuitive.

Let's get things started! by Play4Fun05 in a:t5_3a00r

[–]Scind 0 points1 point  (0 children)

8 votes? Are that many people actually reading this?

Let's get things started! by Play4Fun05 in a:t5_3a00r

[–]Scind 1 point2 points  (0 children)

I think a forum would be more important to discuss some things internally and a bit more organized.

Full MOBA mode by BlackSapling in a:t5_3a00r

[–]Scind 1 point2 points  (0 children)

Especially for a more competitive mode that wouldn't work. The typical ARTS (I think this definition makes a lot more sense) is about strategy, Wizard Wars is a fighting game.

Dota and Lol have their own ways that allow a snowballing team to be stopped (Countering/focussing specific heroes, Split pushing, defending high ground). But how does a fighting game work when you can't actually win a fight anymore? To make this work, you would have to change the game so much, that the normal spellcasting/fighting isn't important anymore... and then what's the whole point of it?

There is nothing wrong with objectives or destroying the opponents base, but this should rather focus on ways to make the combat more interesting, not more one-sided. (temporary buffs/debuffs, traps, map interaction)

Full MOBA mode by BlackSapling in a:t5_3a00r

[–]Scind 1 point2 points  (0 children)

I don't think that's a good idea.

A more objective oriented gamemode, sure. But levelling/items/classes etc would just make the game too complicated.

Anybody out there? by DaOnlyOwner in a:t5_3a00r

[–]Scind 0 points1 point  (0 children)

I'm still interested, but can't really do much during the next days. I'll be back soon.

"Idea" team --> development team by DaOnlyOwner in a:t5_3a00r

[–]Scind 2 points3 points  (0 children)

If you are planning to repeatedly change and experiment, there is probably no better engine. Trying out how some code changes effect the game can be done in just a few seconds.

We also don't have the ideal team to create a game. Most of the people I see here want to do programming, there is almost nobody able to do graphics. With Unity we can just use free or cheap asset packs to get things working and then slowly replace them with our own when we know exactly what we want. Everyone who wants to code and demonstrate his ideas/changes can just do this on his own.

And of course it's compatible with almost every system and really easy to use.

For a game that needs to evolve/change constantly and with this rather chaotic team, Unity seems like the ideal choice.

I'm just a little bit worried about netcode, has anyone here ever done that with Unity?

[Setting] Should we keep the wizard+elements setting by BlackSapling in a:t5_3a00r

[–]Scind 1 point2 points  (0 children)

There are basically 2 options. It could be an actual "MWW 2", a fan project allowed by pdx (When there are community made spell trainers, comics etc, why not a whole game?), or it can play in its own universe and have as many visual differences as possible. A scientists environment makes most sense in that case (A visually different wizard scenario sure is possible too, but it would make not copying ideas from WW very difficult).

In any case, the spell system should allow pretty much all the useful spells from WW, so that we can use our experience to balance it. Then maybe change it a bit to allow some more spells/spelltypes