I just don't like the terrain :( The old terrain was a lot better in my opinion. I really miss that terrain! Thinking of adding old terrain but every other thing as is in it now and I liked the idea to capture points not giving points but something like minion spawn rate :) And I also miss items :( I think it's weird that buildings respawn? The enemy had building next to our base so we had to make cannons next to it so it gets destroyed when respawns and there was also other building respawning there and here so we had to make cannons there also. Is minerals used to build structures only? I had 10000 at somepoint and then I just massed cannons to their base what was kinda odd. And does the loot that the ''boss'' gives example 120m mean 120 minerals? Is there anyway to prevent the respawning? I couldn't build anything top of it... Sorry for wall of text!
v0.55
Modifying spells no longer costs experience
Healer minion added
Added a 30s delay to allow for hero selection
Fixed earth spells not healing if target dies to their damage
Build menu now closes when you plant the building, rather than when you select a location
Added descriptions to spell types
I'll be working on polish for now. I'm tempted to add Holy as a healing element.
I just don't like the terrain :( The old terrain was a lot better in my opinion. I really miss that terrain! Thinking of adding old terrain but every other thing as is in it now and I liked the idea to capture points not giving points but something like minion spawn rate :) And I also miss items :( I think it's weird that buildings respawn? The enemy had building next to our base so we had to make cannons next to it so it gets destroyed when respawns and there was also other building respawning there and here so we had to make cannons there also. Is minerals used to build structures only? I had 10000 at somepoint and then I just massed cannons to their base what was kinda odd. And does the loot that the ''boss'' gives example 120m mean 120 minerals? Is there anyway to prevent the respawning? I couldn't build anything top of it... Sorry for wall of text!
Items may return. Right now I just don't think they add anything to the game, and serve to only make it more complicated which, in the future, may not be such a bad thing, but right now it is.
Buildings respawning seems rather disliked by all. I do agree that at the very least, you should be able to get rid of someone else's buildings somehow. Perhaps by building ontop of them. I'll look into it.
Make all buildings expect photon cannons capturable when dead an maybe photon cannons gets destroyed completely :D Just played with friend and the boss didn't appear at all? :(
Spells are always welcome imo! :) I would also like to see some better PvE like many bosses at the sametime and btw why didn't the boss appear when I and my friend played? other team was empty and in the other was only me and my friend :(
Me and my friend (Tsuki, said he has also contacted you) were on team 1 and every other slot was empty for both teams. We joined the lobby didn't touch anything and started the game.
The concept and possibilities itself here seems awesome. I only played single player, but the actual game itself seems pretty boring? What direction are you planning to go with the actual gameplay & objectives currently?
Thinks I dislike:
The spells are all the same? I mean is any difference in picking other Heroes?
The recipe system is just tooooooo much at the moment. It seems bland spells but with options to cover every possibility, less but more radical unexpected diversity would be much more exciting.
Could you not move the recipes underneath the spells as opposed to requiring a dialog to be opened up. So I can see say 3 circles underneath each spell, I can just click on to change.
I can go into greater detail, but see what you think first.
We played on mapnight. Definetly like it more than the earlier version cause I could try new spells.
why dont you start/respawn with full mana and health?
why no regen? no fountains to heal?
god that building thing is so weird, I could only build cannons and the enemies just ran over us cause they knew how to build...and then the buildings take ages to kill...The whole mechanic seems weird, but I would be happy if I just knew how to build stuff (it says place on vespene geysir?!?! WTF?) and I couldnt place the structures on the weird marks on the ground....
Im sometimes confused when im out of mana with spells. Void spell color looks same as you would be lacking mana lol. And when you lack mana or the spell is on cooldown the buttons are grey?! Im a bit confused about this.
Maybe replace the 'structure' building spells with something more workable...
Like a 'AI' builder spell that makes a rapid 'hive' or base that constantly spawns units and attacks other players?
What about boomerang type spells that can be shot, and it will fly back to the user?
Then you can apply various attributes to the boomerang to do different effects...
Like a Fire Boomerang will burn all targets in it's path, when the flight goes to and returns to the user. Lava based version may leave behind a fire trail (dmg over time)?
Ice type will slow and inflict ice damage to all targets in it's path, and Blizzard based will leave a trail of ice that continuously slows and inflict damage over time, but less damage than fire/lava.
Lightning/Thunder types can be fast, and chains to multiple targets as it flies near them... With thunder having a wider scope of AoE with the chaining.
If you can add stuff like gravity or gravitational pull to it, it can be pretty neat in pulling opponents to you...
So yes, instead of using a few base spell types with various effects, try to balance the number of spell types to the numbers of effects...
Single shot to Spread Shots are common, so I suggest:
- Orbs that can be tossed and rolled around like physics, and it blows up to inflict the effect afterwards. Gravitational effect pushes opponents.
- Trails that when used inflicts effects on targets on them.
- Intelligent Bolts that tries to home into a target but the turning curve is very steep so it can't be used effectively if the opponent moves away too far, but handy with certain effects.
- Invisible orbs that shoots slower and basically looks like a transparent 95% bolt, very hard to see.
- Spray spell types if you didn't have done so already, where you spray a large number of effects at once.
- debuffing spells that cancels other spells that collides with it.
Just found out about this map, I will try it later this evening. I'm hyped!
I just don't like the terrain :( The old terrain was a lot better in my opinion. I really miss that terrain! Thinking of adding old terrain but every other thing as is in it now and I liked the idea to capture points not giving points but something like minion spawn rate :) And I also miss items :( I think it's weird that buildings respawn? The enemy had building next to our base so we had to make cannons next to it so it gets destroyed when respawns and there was also other building respawning there and here so we had to make cannons there also. Is minerals used to build structures only? I had 10000 at somepoint and then I just massed cannons to their base what was kinda odd. And does the loot that the ''boss'' gives example 120m mean 120 minerals? Is there anyway to prevent the respawning? I couldn't build anything top of it... Sorry for wall of text!
v0.55
Modifying spells no longer costs experience
Healer minion added
Added a 30s delay to allow for hero selection
Fixed earth spells not healing if target dies to their damage
Build menu now closes when you plant the building, rather than when you select a location
Added descriptions to spell types
I'll be working on polish for now. I'm tempted to add Holy as a healing element.
Items may return. Right now I just don't think they add anything to the game, and serve to only make it more complicated which, in the future, may not be such a bad thing, but right now it is.
Buildings respawning seems rather disliked by all. I do agree that at the very least, you should be able to get rid of someone else's buildings somehow. Perhaps by building ontop of them. I'll look into it.
@Eiviyn: Go
Make all buildings expect photon cannons capturable when dead an maybe photon cannons gets destroyed completely :D Just played with friend and the boss didn't appear at all? :(
Nice changes:) some more points: (and since you didnt reply on some points i just write them again, in case that you missed them:)
- gametime is missing
- ctrl+x groups missing, or maybe add centering hero on space
- i like the lock on hero selection
- Nexus can be "sniped" - took me 80 seconds (total gametime) to win solo vs LvL10
- start creeps one wave later, because heroes arrive at front when some creeps have fallen yet
- Nexus - canons is hard to move through, sometimes you stuck there, also creeps if enemy hero is behind nexus
Fixed all this. Couldn't add time for some reason.
Looking for some direction. What would you like to see added?
New spells?
Expanded PvE mode (new bosses, smarter AI, difficulty settings etc)
Something UI related?
@Eiviyn: Go
Spells are always welcome imo! :) I would also like to see some better PvE like many bosses at the sametime and btw why didn't the boss appear when I and my friend played? other team was empty and in the other was only me and my friend :(
Did you get the "Your opponent is Syn (Level x)" message?
@Eiviyn: Go
no message at all :/ Just played another match again same thing. It did work before last last patch.
Try now.
@Eiviyn: Go
Still no boss -.-
What team were you on and how many players?
@Eiviyn: Go
Me and my friend (Tsuki, said he has also contacted you) were on team 1 and every other slot was empty for both teams. We joined the lobby didn't touch anything and started the game.
Hmm. I'll see if I can replicate it. Stuff like this is difficult for me to find because all my testing is solo.
The concept and possibilities itself here seems awesome. I only played single player, but the actual game itself seems pretty boring? What direction are you planning to go with the actual gameplay & objectives currently?
Thinks I dislike:
I can go into greater detail, but see what you think first.
plz host on US because i really want to try it :D
We played on mapnight. Definetly like it more than the earlier version cause I could try new spells.
Maybe replace the 'structure' building spells with something more workable...
Like a 'AI' builder spell that makes a rapid 'hive' or base that constantly spawns units and attacks other players?
What about boomerang type spells that can be shot, and it will fly back to the user?
Then you can apply various attributes to the boomerang to do different effects...
Like a Fire Boomerang will burn all targets in it's path, when the flight goes to and returns to the user. Lava based version may leave behind a fire trail (dmg over time)? Ice type will slow and inflict ice damage to all targets in it's path, and Blizzard based will leave a trail of ice that continuously slows and inflict damage over time, but less damage than fire/lava.
Lightning/Thunder types can be fast, and chains to multiple targets as it flies near them... With thunder having a wider scope of AoE with the chaining.
If you can add stuff like gravity or gravitational pull to it, it can be pretty neat in pulling opponents to you...
So yes, instead of using a few base spell types with various effects, try to balance the number of spell types to the numbers of effects...
Single shot to Spread Shots are common, so I suggest:
- Orbs that can be tossed and rolled around like physics, and it blows up to inflict the effect afterwards. Gravitational effect pushes opponents.
- Trails that when used inflicts effects on targets on them.
- Intelligent Bolts that tries to home into a target but the turning curve is very steep so it can't be used effectively if the opponent moves away too far, but handy with certain effects.
- Invisible orbs that shoots slower and basically looks like a transparent 95% bolt, very hard to see.
- Spray spell types if you didn't have done so already, where you spray a large number of effects at once.
- debuffing spells that cancels other spells that collides with it.