Game Design Document: http://www.2shared.com/file/vOHoUDqB/Defense_of_the_Antlions_-_no_c.html
Particle Effects: Will need people who can create particle effects for the various abilities.
Programmers: In discussion with a few very talented programmers, would love to hear from more though.
Will pay for your efforts: I have spent 70$ towards the map already. Paying up to 500$ for a good programmer, will also pay for particle effect animators as well.
Game Concept: This planed gamemode could be actually quite unique compared to any other fps (to my knowledge) to date. In a nutshell, the idea is to take some of the best qualities of fps (action and skill) and take elements from the game DOTA (teamwork, farming, pushing, and magic). The game will be based on the DOTA map (also seen in Heroes of Neworth and League of Legends), and players will choose a certain class to play as and will be viewed in a fps perspective like in half life 2 and will gain experience and money, like in DOTA, which they will use to become more powerful as the game progresses.
Genre: DOTA (4 GMOD) is a combination of FPS, RPG and DOTA elements. The FPS elements that it uses is the reflex and aiming skills that are required for melee combat and spatial awareness skills to help avoid damage and traverse the environment. Other FPS elements are the class role warfare, with different players having different roles within the team. RPG elements it takes are, gaining power from leveling up as you kill enemies and buying items from gold collected. The DOTA elements that it is to take, is in the form of encouraging team cooperation, and other teaming up mechanics in terms of defending, pushing and killing, as well as skills relating to using abilities in synch with teammates.
Therefore player’s strength is determined by two main factors, the level of skill they have in fps shooters, and the stats of their character in terms of character attributes, abilities and items. This is in difference to games like Unreal tournament which is 100% skilled based and games like WOW where its 100% stats based. And unlike in other RPGs, characters should not be able to succeed very much without teammates.
Map created by Don Punch, who I could not recommend high enough, great mapper, very professional attitude.
Currently in discussion with a couple of really talented programmers who have shown interest in the project, would still like to hear back from any other programmers who got spare time, can work at least a couple of hours each day (on average) and who want 500$.
I still desperately need a decent programmer to help me code this gamemode. Im willing to pay up to 500$.
Ive also done a rather massive update to the Game design document which is now 33 pages
Here are some of the design documents ive made recently:
Ive updated what I want the teleport menu / tactical map to look like
This above pic shows the options I want the player to have when they click on one of the icons.
Above is the minimum information I want in a class select screen
Below are all the rough draft classes I want in the first version
I desperately require a LUA programmer and a MAPPER, preferably one who has created a game mode before. Im looking to pay between 100 to 150$ for the programming and 30-60$ for the mapper, but thats just my guess, willing to discuss paying more if someone is interested (and talented).
I have only provided the game concept and the dot points for briefer sake, some parts refer to screenshots which are not shown here. Please let me know if there is any questions/suggestions/anything-else you want to say.
This planed gamemode will be actually unique compared to any other fps (to my knowledge). In a nutshell the idea is to take some of the best qualities of fps (action and skill) and take elements from the game dota (teamwork, farming, pushing, magic). The game will be based on the dota map, and players will choose a certain class to play as, like in dota, but will be viewed in a fps experience like half life and will gain experience and money, which they will use to become more powerful as the game progresses.
Gameplay Dot Points
Basic Rules of Gamemode
*Two teams on opposing sides of the map
*Each team will have a base (area of map where they are heavily defended and which they spawn, buy items, and regenerate)
*Each side is ultimately aiming to destroy the enemy base’s heart . If main structure in base is destroyed, opposing team wins.
*3 lanes coming out of each base and connecting to the enemys base, confirming to dota map layout.
*River running through middle of map which bisects all 3 lanes, this allows movement between lanes.
*Connecting paths running through forest that stands between the lanes
*On each lane there should be 3 towers for each team (6 in total for each lane), one tower is at the beginning of the lane (where npcs spawn and start marching from), the other 2 further along the lane. Theres is also one tower inside the base which protects the heart (the structure which if gets destroyed, the team loses).
*Towers become progressively stronger the closer they are to the heart of a base. 8,9,10,11,12,13 are the weakest, 5,6,7,14,15,16 are second strongest. 2,3,4,19,18,17 are the third strongest type. 1 and 20 are the strongest types of towers
*Early on in the game players should not be able to push too far, as towers should damage to much health for early level heroes.
*As game progress, players ability to kill becomes greater and towers do less damage because of heros having more health and amour.
*Towers should fire projectiles that track target. Projectiles are unavoidable once fired, towers do high damage against players and creeps.
*If multiple units within range of a tower, tower should target a unit randomly with two exceptions.
a) Prioritize units that are actually attacking it (oppose to units (players/npcs) fighting npcs)
b) Change targets as soon as a player starts attacking a friendly player. Example if player a and player b are fighting within range of player b’s tower. The tower should asap target player a. This is to make sure the tower actually defends a player when he is under attack.
*Every 30 seconds creeps (npcs) spawn from both bases(towers 2,3,4 and 19,18,17, see diagram above), 3 sets each, one for each lane. All up 6 sets of creeps spawn every 30 seconds. Creeps following lane towards enemy base.
*Creeps should spawn in groups of 3 to 4 units, and walk together. Creeps should be mostly melee (fast zombies for example) and a couple range (whatever range unit).
*Have to ensure that the creeps are not too easy to dodge. Otherwise a good player will kill a whole group without being damaged.
*When creeps encounter enemy players or enemy creeps they will start to fight.
*Enemy creeps should only chase players so far, if they go beyond a distance they should go back to lane and keep pushing
*Without player intervention, creeps should fight indefinitely nether getting the upper hand.
*If a player attacks another player, the creeps on the same side as the player getting attacked should change target and attack the player doing the attacking. Example: If a team blue player attacks a team red player, the creeps that are nearby the team red player should start attacking the blue play to help the red player.
*Creeps should become a bit more stronger as game progresses
*Creeps provide majority supply of money to players (by killing them)
Player Behavior (Gameplay Flow below)
*Players play as 1 of 7 classes, level up and buy items and become more powerful as they gain experience and gold.
*Players will gain money by “last hitting” enemy creeps (this is placing the hit which actually kills the npc)
*Players can attempt to kill other players but will be deterred by other player’s creeps and towers defending them.
*Players will gain larger amounts of money by killing enemy heroes
*Players will be rewarded for fighting together in a team.
*Teamwork should be required to kill enemy heroes, using abilities and items that each player has.
*Teamwork is the most important element (hopefully)
*Players return to base frequently to regenerate and purchase items.
*Players should have ability to teleport back to base, to a tower to defend it and other players planning a gank.
*Players who kill multiple times in a row, they get kill streak extra money.
*Players will gain experience if they are nearby when enemy creep or hero dies, which will lead to them leveling up and gaining stronger abilities.
*There will be a visual indicator when a creep is on very low health
Abilities (Classes and abilities description below)
*All classes have two abilities
*Each level up will grant one point to allocate to either of the two abilities (players choice)
*Abilities should have visual indicator of use
Items (Further Detail below)
*Each player may hold up to 6 items
*Items can be sold
*Items affect stats, such as, attack speed, amour, max health, max mana, health regen, mana regen, evasion chance (chance to dodge a physical attack), movement speed etc.
*Scoreboard should have names, lvl, class, and what items they have
*Button for seeing player/npcs health’s. Button for seeing where teammates, enemies are (detailed below)
*Players should be prompted at several times for opportunity to teleports (detailed below)
Sorry Ive already paid a mapper 40$ in advance. If Im not happy with his final edition, i’ll let you know and give ya a chance.
For the people who dont give me dumb ratings all the time, I’ll upload pics of the progress so far
Mock up of a hud display I want
Holding down the alt button displaying units/players healths
Players locations will be based of this
And some silly load screen I created in like 5 minutes