To begin, let me briefly summarize the previous post. The builder had minimal interaction with others during the game, so the following changes were made to address this issue:
- The map was redesigned to include a shared forest for both teams, where builders can gather resources.
- A new leveling system for builders was introduced, encouraging them to visit the forest more frequently.
- The attack mechanics of the gnomes were adjusted so that they could be the same easily destroyed by both champions and builders.
- Builders now have adaptive running speeds: they run quickly when no enemies are nearby and switch to normal speed when enemies are present.
Now, let's move on to testing. We will examine the gameplay from the builder’s perspective. I apologize in advance for the video quality. We recorded these sessions for internal use – they were very helpful in analyzing the outcomes of matches. During gameplay, attention is often focused on one thing, and many issues go unnoticed. Watching the recordings, especially those of someone else's game, allows us to see the overall picture and quickly identify areas for improvement. As a result, after each game, we had several videos from the perspective of each player. To facilitate faster sharing and easier storage, we decided to record in lower quality to keep file sizes small.
I'd like to highlight some interesting moments from the game and comment on them. I'll refer to the timestamps using the YouTube timer.
The first notable moment occurs at 2:56. Here, the builder goes to collect iron, which is a crucial resource used in many recipes. We intentionally placed it on the map in such a way that the path to it is blocked by bushes from the base side and open from the lane side. Therefore, the builder has to choose between spending time and energy to clear a path through the bushes to the iron ore or taking the lane route, which carries the risk of being spotted by an enemy champion. In this scenario, the builder risks getting trapped with no way out. At 8:23, the builder goes for iron again using the already cleared path. However, you can notice that he decided to mine the ore closer to the enemy base rather than the one near his own base. This was because the current situation on the lane made it unlikely for him to be spotted by an enemy champion. Since iron is quite limited on the map and may become scarce towards the end of the game, the builder seized the opportunity to steal the enemy's ore.
At 13:44, we see the builder actively placing archer gnomes. He strategically places them among trees to prevent enemy melee minions from reaching them. Another gnome is placed at the enemy's iron ore (at 15:14), highlighting one of the most strategically important locations.
The next crucial stage is the extraction of obsidian. Our builder chose a method where the tower guarding the obsidian is distracted by a minion. First, the builder constructed an orc lair because orcs have a troll, the toughest minion, making it perfect for tanking. At 15:38, we see the builder send the troll to attack the tower, while he stands ready to collect as much obsidian as possible. He barely manages to break one stone, yielding three resources, which is just enough to build a shaman lair – the strongest minions.
At 22:24, we see the builder placing a gnome to monitor the enemy's obsidian. This was a very successful move, as two minutes later, at 23:05, he spotted the enemy builder heading to collect obsidian. Our builder immediately took advantage of the situation and went to interfere with the enemy’s resource gathering. However, upon arrival, he found that the enemy's defensive tower had already been destroyed, allowing him to freely collect obsidian. The enemy builder had opted for the strategy of upgrading to skeleton archers and using one to destroy the tower. As I mentioned in a previous post, this strategy might seem easier at first glance, but it is actually riskier. As a result, our builder managed to collect some obsidian without much effort but decided not to linger because the enemy champion was not visible on the map, posing a potential threat. As soon as the builder finished breaking the stone, he immediately returned to his base. Meanwhile, an allied champion headed towards him to be ready to defend if necessary.
Starting around the 25-minute mark, the builder sets a goal to mine all the iron on the map. Although he doesn’t have a shortage of iron, this strategy can deprive the enemy of a valuable resource. Strategically placed gnomes help spot the enemy champion in time when they attempt to ambush our hero in the forest. Ultimately, the goal of mining all the iron is achieved, leaving the enemy team limited in a resource crucial for upgrading many minions. Later, our builder applies the same strategy to copper.
At 30:35, the builder begins controlling a lightning mage minion to defend a tower from enemy attack. As I mentioned earlier, mages are the strongest minions. Additionally, each mage has a unique spell that the builder can activate with a button press. The lightning mage has an attack that targets all enemies within a large radius. The cold mage can slow down all nearby enemies, while the fire mage can launch a fireball that flies in a straight line, hitting and igniting a single target for a period of time.
At 32:20, using a gnome, the enemy builder was discovered mining the remaining copper near our base. The champion immediately went to gang up on them. They weren't able to kill the enemy, but at the very least, it forced them to retreat to base for health regeneration and disrupted their resource gathering. At 42:21, we see the reverse situation where the builder, controlling a mage minion, attempted to finish off a champion who had very little health left. They also couldn't secure the kill, but it was a tense moment for everyone involved!
In the final minutes of the game, the builder had nothing left to build or upgrade – it was all done. From this point onward, their focus shifted solely to assisting the champion by controlling minions. At 48:30, this assistance proved sufficient to eliminate an opponent. This marked the beginning of the most intense battles, but from the builder's perspective, there was no more material for analysis. One notable tactic occurred at 1:01:00 when the builder decided to barricade the portal with chests from which minions emerged, delaying waves at the base. After accumulating several waves in confinement, they destroyed the chests, unleashing a mega-wave! This unconventional move surprised all other players. Unfortunately, the mega-wave didn't yield much benefit as a mage champion utilized napalm to swiftly dispatch the entire wave with a single spell.
Next, we decided to end the game in a draw as it had already lasted over an hour. As a bonus, I'll upload the same game but from the perspective of the champion.
Let's summarize the gameplay at this point. Have we corrected previous mistakes? Absolutely! The builder now feels like a full member of the team and interacts much more actively with all other players, making the game much more engaging not only for them but also for the champions. Are there still issues in this gameplay? Certainly, and they are quite significant! I'll discuss them in detail in the next post.
Write a comment
Kimbo (Monday, 15 July 2024 04:02)
I'm sorry, I don't quite understand why take a game that has a good and pleasant sandbox level and transform a generic moba...I understood the dynamics but I didn't understand the reason. If the reason is I want it, ok, good luck with the project but if not, why ruin a good project with a generic game.
Anyway, good luck
Artem (Monday, 15 July 2024 07:05)
Kimbo, I am very sorry that there is a misunderstanding. But I'm not changing the old game, I'm making a NEW game. I don’t take away anything that already exists. Nothing will change for all game owners. I just used the material that I already had while experimenting with gameplay. I thought I expressed this clearly enough in the post "Entry 41 - Back to Blogging".