Online RPG [unnamed]

I will start a new thread with more “content” so I hopefully don’t get moved again to the small wip section and get buried under posts.

I am working on a turn based RPG which is utilizing the Unity Game Engine. Using the Unity Game Engine we hope to publish to as many platforms as possible, with the main target being Browser/FB integration, with mobile devices for crossplatform play in the future. We are using photon for unity for our server needs and hope to have a build going soon for you guys to play against eachother and myself for Arena Dominance :slight_smile:

The core game mechanic is similar to the old Pokemon games from our childhood. Obtain a character, train them to your play style, and do battle against another player. You control 4 characters of your choosing (any combination of characters) against another player’s characters for dominance in an arena setting. Will you be the best in the world?

This is the first arena we created, and currently the only one in game so far for testing. We hope to add at least 2 more arenas by the time the game nears closer to release.

Here is a video I did yesterday just showing some of the in game and its battle mechanics. I would say the character selection screen is about 95% done, we will be adding some tweaks to make the character selection more fluid. In game battle system is done, just need to add sound effects and spell effects as well as do an in game UI revamp with the new art. Let me know what you guys think of the video, any C&C is welcome!

Splash Screens
Splash screens are where you will do most of your character interaction. (Similar to league of legends) These windows will show you the character description, their “skins”, their lore, abilities, etc These are 3 of 6 character splash screens finished thus far.



Corresponding models for those character splash art

Animation sets for the characters currently in game

Squirrel Defender: Focuses on chants to aid his allies in battle, he can bring his allies up to fighting strength with heal,mana, and damage auras.

Gorilla Berserker: Focuses on punishing his allies with brutal swipes that sacrifice his HP for extra damage. One of the hardest hitting classes, yet one of the most low on defenses, he is a force to be reckoned with.

Fox Ranger: Master of the bow; specialized in dealing damage from range his bow is not his only ally. Calling upon nature itself he can summon vines to hold enemies in place or conjure up a healing potion from the earth. Master of tracking, no stealther is safe.

Raven Sage: Masters of healing and support, the sage is THE specialized healer in the game. With a full arsenal of healing and enhancing abilities, no other character comes close to keeping their allies healthy and in fighting shape.

Frog Mesmerizer: Bender of minds, the mesmerizer is adept at overcoming his enemies weak minds and putting them in trances. Once in these trances the mesmerizer can have you do his bidding. Do not underestimate his other magical spells, or you will greatly suffer the consequences.

Grasshopper Warrior: Masters of the shield and spear, warriors can use their large oaken shields to protect allies from melee and range assaults. The more proficient the shield bearer, the more his allies will reap the rewards. Focused on keeping his allies safe from damage, the warrior will give his life defending his allies.

LOVE the concept art, very nicely done, your game looks good on paper so I will follow your game closely :wink:

It definitely works, my friends and my brother always have a blast playing against each other. One of the big hindrances right now is lack or visual and audio feedback for the player when do perform an action due to lack of sound and spell effects. Hopefully I can get those in and get some of the community playing each other :slight_smile:

love the concept art :slight_smile:
the fox is so cool

could you introduce the team,
or did you made everything?

anyway
make it awsome!

I wish I had the ability to make everything heh.

Game design, character design, financier etc - Me

Concept Artist - Thuan Thai Nguyen

Ellis Q. Clark - Character Splash Screen Artist

Gabriele Gaba - Character Texture Artist

Jeff Zhao - UI Artist

Gary Haus - Lead Environment Artist

Max Hammond - Lead Animator

Pip Robbins - Lead Programmer

Daniel Percy - Programmer

Wow, those concept arts are incredible! Great work altogether.

Big fan of the concept art and some of the mechanics you displayed in the prototype, sounds like you could have a really great time with varied strategies (which is my jam).

Keep 'em comin!

There are quite some innovative things people have done in game that I would have never thought of. The Frog character can put allies to sleep with this one move that heals them over time as long as they sleep. I saw someone use an absorb shield and that spell together. The shield was able to absorb all the hits so the player could remain sleeping and gain the full benefit of the heal over time. I was like… well played, well played

It’s looking great! I like the whole concept of the game and I really like all the strategic possibilities that you show in the video.
Keep up the great work :slight_smile:

Need your guys opinion and feedback on the upcoming UI improvements. Also, this UI change will be affecting gameplay slightly, so curious on your thoughts.

In this first UI, we will only give players access to 5 abilities, the center blue one of which will be a longer cooldown ability which is sort of like a “special” ability. In this version of the UI you will only ever have access to 5 abilities. You will be able to pick your abilities before combat (this is sort of similar to how Guild Wars 1 handled abilities). The “special” ability slot will slowly unlock new special abilities over time that you can choose from. This is also similar to a game like League of Legends. You only have 4 abilities, much easier to balance and we can work hard for you guys to make sure all abilities are fun and work synergistically.

Purple bar represents time and will slowly empty until it hits 0, you then lose your turn and it is the next players turn etc.

Option two, we give you eight slots and you unlock the remaining 4 abilities as time goes on. This is more of a “linear” progression and gives players access to a full kit of abilities and spells. The downside: more things to balance, less ability synergy, more abilities to memorize and track, etc. The upside: more choices and ranges of possibilities per character to fill certain roles.

Curious what your guys thoughts are on this, thanks ahead of time for the feedback!

This project looks very nice. The splash screen are really great. The animations are good too. I like this kind of games.

damm it…now that’s a really good project…wow… loving the textures, game style…keep it up

Just missing some adventure…but good job

better and more fluid animations would make the game really good and atractive

Animations need a little tweaking here and there since there are some stiff parts for sure, but ultimately its not game breaking or a priority like making the game fun and playable. Once we get spell/ability and sound effects in it will really tie the whole experience together. Not to mention we have a lot of work with the camera to do to make it feel more intense. Right now static camera = boring.

Can I get some feedback on the UI decisions I posted 3 posts up? That would really help me :slight_smile:

I would have to play it, but I think I like the first option more, I like the idea of picking abilities before combat.

i personally would go for the 1st option just to let the player “customize” more their team.

just a question/complain. lets say the enemy has 2 gorillas on his team one is low and one is full hp. and its my turn next and after that turn 1 gorilla of the other team is going to attack me. how do i know which gorilla is ?.

i don’t know if i explained my self correctly xD

I think the first one is better to look at than the second, as too how they would work gameplay wise I would think the second one would be better. The reason for this is that you can unlock skills, or can you do that in the first one aswell? I know that you can choose what skills you start with in the first one, but that gave me the impression that you start with all skills? The second gives the player more choices (always good).

If I understand the second one dosen’t have a “special skill”? I think the idea of a special skill is a good one, but that the player must earn the skill while playing in some way or another.

To be onest It all depends on which one works better ingame.

You explained yourself just fine :slight_smile: To answer your question you would have to look at the top rotation order to see who it would correspond to. The top rotation corresponds to the field layout you see in front of you. We are going to make it easier to identify targets with “mouseover” highlighting. This way you can hover over the character portrait up top or hover over the character in the arena and it will reflect the character in the rotation order. This should provide enough visual feedback to make an informed decision.

I made this image and hopefully you understand what it means.
In the top image is the starting rotation order (1 ally, 1 enemy etc) By using a knockback ability of the Grasshopper on the Frog in the last spot #8, I am effectively able to move him 1 spot back so he lands in front of me and is next. Hopefully this makes sense to you, its always a little harder to grasp the knockback move if you move the last guy in the stack since he now moves up in line.
In the bottom image Ive used the knockback and moved the second frog ahead of the first frog. This is what you were asking, how can you keep track of who is who? Well, 1) pay attention to who is moved, 2) we are adding more visual cues like the “mouseover” I just spoke of to help with this :slight_smile:

You will unlock skills as you gain levels in version 1 and version 2. The only difference being that Version 1 you have to pick 4 abilities before hand + 1 special ability. Version 2, you can have all 8 of the skills always available to you but none of them are special abilities (this would be like a WoW type deal).

Version 1 could also be made so that your class only has a set 4 abilities he can do + a special ability you can select yourself out of the ones you have unlocked. I sort of like this approach since it would allow me to keep each class unique and direct the character into fulfilling a group role and purpose. I would be able to balance a small number of abilities more easily and I can make the 4 core abilities work in harmony together, so if you use them in certain combinations or orders you can do different things.

looks great… too bad that I prefer single player games… :smile: