(This is my third post; the project has undergone significant changes, so I created a new topic.)
Before reading, it’s best to watch the video below (Google Drive link).
Multiplayer is included and works perfectly without any errors.
I'm from Mykolaiv, Ukraine.
The game has a top-down, slightly side-view perspective.
Unique feature: Players now choose abilities from a selection (ATTENTION! In the previous version, abilities were created by players, but now they select from dozens of existing abilities with customizable parameters).
For example, after choosing an ability like "shoot," players can adjust the following parameters:
Range of the shot
Projectile travel time (seconds)
Damage
Preparation time before the shot (seconds)
Character animation at the start of the attack
Character animation at the end
Bullet appearance
Costume animation (e.g., the movement of a cape or scarf)
They can also add effects with parameters (like poisoning, for instance).
Players can assign an activation key for each ability (currently only key codes are supported) and set icon position coordinates for the ability.
There are also parameters for joystick range on mobile devices if used.
The app was previously available for phones, but I haven’t tested or fully adapted it for mobile devices in this version.
Recharge options are customizable as well: base recharge time, number of charges (energy), and charge cost per use of the ability.
Three ability examples are currently available: sword strike, shot, and a straight dash (which uses the sword strike animation since I didn’t have time to create new ones).
Players can also add a camera and movement controls (both function like in MOBA games such as League of Legends or Dota 2).
Each ability has a cost number displayed next to it. The parameters of an ability (and its recharge settings) are calculated into a single value (representing the overall strength of the ability), which helps to balance the game.
Note: Currently, any value can be entered in the fields, even illogical ones. For example, you could enter a negative number for damage or range, so avoid inputs that may cause errors.
To enter values, double-click on a field.
Remember to save your work.
It’s best not to adjust the abilities' settings for now, as they are preset with default values.
Only the recharge settings are critical to adjust: each new ability has default icon coordinates and key bindings, which must be customized.
Watch the video demonstration closely, as I adjust all these values there.
Key numbers:
q - 81
w - 87
e - 69
It’s better not to change the rest.
Be sure to add a camera and movement control (default key is RMB).
Space focuses the camera on the player.
In the future, there will be various camera and movement control options.
You can also change skins, although there’s essentially only one option for most items.
Google Drive links:
Game file (zip):
drive.google.com/drive/folders/1bIc8s7bavJOjwNAhKTMCTe33O5sUVvn7
Video Demonstration:
drive.google.com/file/d/1TS6RBn1PoBmLO5Jjcx79lNp2ktUY6QQB/view
My Discord: nick7002
If you have any issues, leave your Discord handle.
This is only a portion of the available features; I won’t discuss the rest just yet.
The essence of the game is not only in creating a skill set but also in allowing players to customize the controls. They can choose between MOBA-style controls, WASD movement, or even touch controls for mobile devices.
There can also be different types of abilities. For instance:
- Abilities might alternate
- Some could be stronger but lack aiming capability
- Rhythm-based abilities
- Abilities where the aim rotates clockwise and becomes more powerful with each rotation
All of these setups will be easy to balance. Even abilities that synergize too well (or poorly) with others will be adjusted, either strengthened or weakened.
Examples of different ability types include:
- A simple shot
- Running shot
- Wide shot
- Gradual acceleration shot
- Gradual deceleration shot
- Dash shot
Each ability will come with customizable parameters, making balancing simple and flexible.