Outdoor Zombies

After my indoor zombie experimentation, where the ranged player characters were overwhelmed by beefed up melee enemies who could take advantage of short sight lines and swarm the player, I decided to take the action outside.

There was two reasons for this;

  1. The new level design would have the immediate, but somewhat tough to measure, effect of rebalancing the game in favour of ranged heroes who can now use the full benefit of their greater range.
  2. With the game already rebalanced in favour of the player I now have a better space to start tweaking range/damage/health variables to get the levelling behaving as I want.

Outdoor Level

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Design a MOBA Character – Garrosh Hellscream

“Garrosh, always in your face, wanting you to hurt him, begging his healer to look elsewhere, ramping up damage until his dying breath.”

It’s been the year of Blizzard for me. First Hearthstone and now, improbably, Heroes of the Storm. Both games have been revelatory for me; bringing me rushing back into the brilliant PC gaming fold and opening my eyes to amazing game design.

Most of the posts I put on this blog are videos. I try and show a prototype I’ve made or tutorial I’ve completed. I wanted this post to be a little different. I wanted to design something on paper to show that I can be inspired by something and use that thing as a loose brief to create something which extends a game or changes it in some way.

My target was simple: to design a new hero for Heroes of the Storm inspired by the game most under-represented in Blizzard’s Nexus; Hearthstone! GarroshHellscream

Warrior has never been my class in Hearthstone, but I was fascinated by the Enrage mechanic and that could be applied to a MOBA character.

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Back into 3D – Endless Runner Tutorial

My last few posts have all been about the two dimensional plane. I wanted to move back into 3D for my next piece of work. I also wanted to see some different ways of using Blueprints. It turns out that this tutorial from Unreal (https://www.youtube.com/playlist?list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1) was perfect.

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MOBAs and Approachability

How Blizzard borrows from real sports to make their eSport more approachable.

What makes a sport (any sport, not just an eSport) approachable? Why has basketball spread around the world, whereas only a few countries know what a game of cricket even looks like. Obviously, there are a huge number of factors. Amongst them, as one of the key factors, must be approachability. People play basketball because all you need is a couple of people, a ball, and something to shoot into. The rules are easy; get the ball in the basket. Most baskets, wins. Cricket needs bats, a ball, stumps, a few more people and an understanding of a rule set that goes from quirky to outright weird.

So, my theory must be that basketball is more popular because it is more instantly approachable and, therefore, attracts more players. Which sounds great, until you look at eSports like MOBAs and RTSs which, as someone new to the eSports scene like me can tell you, are much more like cricket than basketball. They are a hive of jargon, complex rules and hardcore fans.

heroes-of-the-storm

Which is why Blizzard’s approach to the MOBA, Heroes of the Storm, intrigues me. I’d heard that Blizzard wanted to make MOBAs a little less terrifying and a little more inclusive. As a sports fan it was fascinating to experience how, when playing my first few games, similar playing Heroes felt to picking up and learning a new sport.

HotS, possibly unintentionally, seems to me to share much of its DNA with basketball. It is these parallels I want to explore.

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