• 0

    posted a message on There is Only War: A Warhammer 40k MOBA

    @ImperialGood: Go

    It would be best termed as a AoS with RTS elements built into the map. If you're curious, I can explain more in-depth.

    Per the other point:
    We haven't GW's permission. When we started this project on WC3, I don't think any of us actually expected that the map in concept would last to this point. It seems like GW has given their blessing to another potential AoS, but I don't know what that means for us. I think as long as we faithfully follow both GW's Int. Property Policy and SC2's Custom Game Acceptable Use Policy, I think we'll be in good order, because the two don't seem to conflict. That said, here are the appropriate links to browse.

    GW's IP Policy

    SC2's Custom Game Policy

    Basically it comes down to non-commercialization, creation of content that does not infringe on copyright, and keeping the project an unofficial, amateur work. As long as we maintain those pillars, I do not believe we would receive a CoD. If we do receive one, then we would ask for clarification with regards to the offending material and hopefully keep the project afloat, as I would not want the work of our members to go to waste. If I missed anything, please correct me as necessary.

    Posted in: Team Recruitment
  • 0

    posted a message on There is Only War: A Warhammer 40k MOBA

    Ok! So life has been busy for most of us on this project, but Wargirl has put in a lot of time reterraining the map, so it looks amazing!

    In terms of content changes:

    The warlord system is complete (each player votes for their warlord on their team, who will have access to battlefield changing abilities that use the requisition system)

    Faction Specific Creeps (each faction has their own unique ranged and melee creeps, as well as their own tank creeps)

    But we need help! We only have one data editor (Grass), and if we want this project to make it into beta, we really, really, really need another one because we have a backload of hero concepts that simply need to be coded into the game.

    If you like 40k and you'd be interested in coding, please PM me! Experience is not a concern; we'll take anyone if you're dedicated and can help in any way!

    Posted in: Team Recruitment
  • 0

    posted a message on Warhammer 40k: There is Only War [40k moba]

    @thelittlemaster: Go

    What would you like to see most in a 40k based MOBA? We're always looking for feedback and new ideas, so don't hesitate to ask or suggest ^^

    Posted in: Project Workplace
  • 0

    posted a message on Warhammer 40k: There is Only War [40k moba]

    It's been forever, but we do have an update. A lot of updates. ^^

    Since Alpha 0.1, we've done the following:

    1. Finished most, if not all of the 10 heroes we plan to release with 1.0 from a conceptual standpoint
    2. Updated a lot of the terrain within the map thanks to Wargirl (pictures below)
    3. Refined the Requisition System, Warlord Abilities, and Factional Racial Passives
    4. Introduced a Merit System as the primary resource, which can be acquired by contesting/capturing objectives as well as killing creeps.
    5. For our item system, developed a Talent System, which can be bought with Merit. Talents provide bonuses like items, but some talents are limited to factions, while others are only available to individual heroes.
    6. Introduced additional capturable locations that provide a unique, but not overwhelming benefit to the team that possesses them.
    7. Started brainstorming how creeps should change (What kind, how many) depending on the factional of the warlord.
    8. Started investigating how to import models from Dawn of War 2 (Ret) to Starcraft 2.

    If you have questions in particular, feel free to ask and if you're interested in helping out in anyway, feel free to contact me or join our forums!

    Posted in: Project Workplace
  • 0

    posted a message on There is Only War: A Warhammer 40k MOBA

    @TaylorMouse: Go

    After half a year, I finally check this thread. Thanks for your interest! We aren't dead (yet) xD

    Anyways, we're starting off with 1 hero from each faction, the skillsets of which you can check out here:.

    We have a bunch of interesting systems planned, but check the project workplace thread for more details, as I'll be posting a full list of updates. We just got back together in the last month, so it's been very busy.

    Posted in: Team Recruitment
  • 0

    posted a message on Warhammer 40k: There is Only War [40k moba]

    Much obliged to you!

    Posted in: Project Workplace
  • 0

    posted a message on Warhammer 40k: There is Only War [40k moba]

    Well, where can we take a look at them? Hopefully they're not too bad. o.o

    Posted in: Project Workplace
  • 0

    posted a message on There is Only War: A Warhammer 40k MOBA

    If anyone remembers the days of yesteryear when WC3 was still a thing, you might have played a Warhammer 40k AoS. It’s been a while, but the same team is back together, hard at work redesigning a port to SC2. We just released Alpha 0.1, and much of the development at this stage is focused on implementation of systems before content. A shortlist of what we’ve done isn’t impressive, but here it is:

    1. Basic Terrain, Hero Selection/Respawn, Creep Spawn, Experience/Leveling/Stats, with two heroes completely done in terms of fluff, abilities, and effects (Game-ready)
    2. Our equivalent of towers: Points of Interest and Outposts
    3. The secondary resource system that accompanies towers [Requisition] as well as the Warlord system that makes use of that system. (Read about it here: http://40kaos.forumotion.com/t800-the-requisition-warlord-system)

    Grasshopper is our coder/editor extraordinaire, so most everything will pass his ears at least twice. The rest of us are uniquely untalented with the editor, so we handle various other functions. We all share in Content and Balance, but Deus and Zeb generally handle Fluff the best, while I do QA/QC and oiling whatever else needs to run at the moment. Cell is somewhere in the background recuperating. (That’s 5 of us, if you’re counting). At the moment, this project occupies anywhere from 10 to 25 hours a week for me, and far longer for Grass, so we’re willing to really put in time to produce something amazing.

    As for roles we need filled, we take anyone and everyone who wants to help out, no matter their talents, as long as they fulfill three conditions:

    1. Be able to work together towards compromise with a bunch of people who can have different perspectives on any one given topic.
    2. Come into the project with an extensive working knowledge of W40k, or come ready to learn as much as will help you help us.
    3. Come prepared ready to think and analyze and experiment. When you have the luxury of a clean slate, any idea is fair game.

    If I were to state a preference, I think we need a secondary coder (specializations welcome but not strictly necessary), a modeler (or someone who is willing to help import models in), and perhaps someone who has an eye for terrain. But if you have something to contribute and you want to do so, you’re welcome. ^^

    We have a forum with a chatbox (http://40kaos.forumotion.com/), but most of our discussions occur through Skype. Most of us are available readily (As a note, we’re all in NA), and there's a discussion about the map going on almost every night.

    Here are some screenshots to whet your appetite! If you have any questions, do ask.

    Posted in: Team Recruitment
  • 0

    posted a message on Warhammer 40k: There is Only War [40k moba]

    So I just wanted to push forward a little update. After a bit of a wait, we're finally into Alpha 0.1!

    Granted it is the very first alpha, so we have but two heroes to show, and screenshots/descriptions of those will come in time. I hope this loading screen might capture a bit of the mood of 40k, and we hope to continue to push out new content and updates.

    Here for the full image, since it's a large one.

    We do most of our discussions on Skype, hence the barrenness of our forums at the moment, but that will change as we gradually transfer information over in a more organized way. If you're curious or have ideas about what you want to see in a MOBA based on the 40k universe, don't hesitate to ask or comment.

    Posted in: Project Workplace
  • 0

    posted a message on Adding additional stats to the hero UI?

    Hopefully other people who have made MOBAs might be able to help me out with this problem.

    We're trying to add additional stat values with tooltips in the hero UI in the center, but the problem we've found is the additional stats do not expand horizontally, but instead proceed vertically, with one stat not even being shown.

    http://imgur.com/TjbhpNm

    So how can we edit the dialog for the hero UI to expand it horizontally/move attributes around?

    Posted in: UI Development
  • 0

    posted a message on Warhammer 40k: There is Only War [40k moba]

    I suppose I'm another member of the group working on this, and I'd like to outline some of the ideas/concepts we're going to implement: (Everything subject to change, of course)

    Map Dynamics:

    The map is really big relative to unit movement speed. In most AoS's, the map is reasonably sized/provided to allow for heroes to move from one side of the map to another relatively quickly, but this isn't the case here.. While we will have base-centered teleportation to allied points that have been captured, there are some important notes:

    • Individual play is important, because your team won't always be around to reinforce your position in time
    • Team-wide foresight and strategy is just as important. Applying pressure in the right spot at the right time will be vital, especially with our Warlord feature. (More on this later)
    • Five on five teamfights are deemphasized, because you leave too much of the map unguarded. Small skirmishes and running battles will be much more important.

    The Stat and Attribute System:

    • Every hero has its own set of stats (completely arbitrarily decided based on how we think the hero fits in the 40k fluff ^.^)
    • Stats (Toughness/Initiative/Intellect) do not give attributes directly (Health/Mana/etc). Instead, stats modify the bonus gain of the attributes they affect. For example, a hero with 10 toughness will gain more health/level and more health from items than a hero with 1 toughness.
    • As you might expect, stats are going to be expensive.
    • Per the details: Toughness: Increases bonus health/health regen Initiative: Increases AS/CDR Intellect: Increases bonus mana/mana regen/AP (Damage/effects of non-physically based spells)

    Factional Passive/Innate Passive

    • Every hero from a particular faction (10: Space Marines, Imperium, Eldar, Inquisition, Tau, Chaos, Dark Eldar, Necrons, Tyranids, Orks) will have its own related passive.
    • Space Marines have And They Shall Know No Fear, which would reduce the duration of crowd control effects.
    • Every character will also have his/her/its own passive, which has 7 levels (automatically upgrading when the hero hits level 3/6/9/12/15/18/21). The level cap is 21, by the way, so all heroes will have 6 levels of 3 basic skills and 3 levels of an ultimate.

    This is just a sampler of what we have planned, and any feedback would be awesome.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.