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Thread: Call of Champions Chronicle - Issue 3

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    Default Call of Champions Chronicle - Issue 3

    Call of Champions Chronicle
    ~Issue 3~


    • Introduction:
      Hey guys! I'm Vystirch, a long time Spacetime player and forum junkie. I am an Alpha Titan for Call of Champions and the writer of this Chronicle. In today's Chronicle I will be discussing the gameplay behind the towers. Towards the end of todays issue there will be an interview with Cinco and a "Pro Tip." If you missed earlier Call of Champions Chronicle Issues then you can find them here.
    • Gameplay Foundation: Towers
      Towers give a team a defensive advantage. They do this by dealing
      massive amounts of damage to enemy champions who are in range. Defend
      your towers well and siege the enemy's successfully and you will find
      yourself winning more games. This is because towers are the first
      statistic that decides a winner if time expires. The team with more
      towers still up or with more health wins after a full five minute match.
      There are two towers in both the top and bottom lane for each team. Each
      of these lanes has an outer tower and an inner tower per team. You can
      not damage an inner tower until your team takes down the outer tower
      beforehand.

      ~Outer Tower~
      Towers are fairly straight forward in how they target enemy champions
      and deal damage. When first assaulting a tower they will always target
      the first champion who gets within range. It will not change targets
      until that champion either dies or moves out of the tower's range. In
      both these scenarios the tower will then target the next champion that
      it is closest to.
      Both defenders and attackers can use this knowledge of how the tower
      chooses and swaps targets to their advantage. DEFENDERS can focus the
      champion who is taking tower damage, if they kill that champion then the
      tower will target another champion in range. By doing this you can burst
      down multiple targets fairly quickly under tower range. I would not
      recommend targeting a tank with full health who has drawn the tower's
      agro. Instead take out the mages, fighters, and assassins and leave the
      tank alone. Because they will do more damage to the tower than the tank
      will. By the time you can turn on the tank his health will have been
      whittled down by the tower, making him easier to kill. ATTACKERS can
      also use the towers targeting system to their advantage. Say your team
      just won a team-fight and your 2 teammates are at 10% health and you are
      almost at full health. All three of you can still help push down the
      tower! All you do is enter within range of the tower first, taking all
      the damage so your whole team can quickly destroy a tower. Or if instead
      your team won the team-fight but this time everyone had only 30% health.
      You can then juggle the tower's agro! You and your teammates would take
      turns being the target of the tower, leaving its range whenever any of
      you got to 5-10% health. By leaving its range remember that it will then
      target whoever is closest to it, so make sure it is whoever has the most
      health on your team. This way you can all still stay around to deal
      damage to the tower, even though you are all low.
      All the towers deal damage by shooting a laser periodically. This laser
      does a set amount of damage to enemies with every shot. You can however
      decrease a tower's damage to your team. The main way you will do this is
      by pushing an orb right to its base. A few other ways you can decrease a
      towers damage is by having the defense power or receiving defensive
      buffs from champions skills.
      Towers give defender's all the bonuses, but a good attacking team can
      minimize the damage they receive by playing smart.

      ~Inner Tower~
      Shielded because its outer tower is still up.
    • Chronicle Interview: Cinco
      [Vystirch] Hi Cinco, it is great to have you
      today for the Chronicle.
      [Cinco Barnes] Thanks for having me!

      [Vystirch] Cinco is one of the founders of
      Spacetime Studios and is currently the design director for Call of
      Champions. What is the job of a design director?
      [Cinco Barnes] My main responsibility is to
      keep a clear vision of the game in terms of play mechanics, features,
      fiction and feel. I consult with the Lead Designer, Art Director, Lead
      Programmer, QA Lead and Producer on a regular basis to ensure that
      everything is moving in the right direction.

      [Vystirch] How did you get introduced to video
      games?
      [Cinco Barnes] The first video game I ever
      played was a coin-op 'Space Invaders' at the local bowling alley in my
      home town. That summer, we got an Apple ][ computer for the house and I
      fell in love a text game called 'Adventure.' Later that year I started
      writing my own games...
      and have been addicted to game-making for the decades that followed :-)

      [Vystirch] How did you translate this love into
      a career in the gaming industry?
      [Cinco Barnes] My first job in the industry was
      in the Customer Service department of Origin Systems right around the
      time EA bought them. While working there, I met up with (Spacetime
      co-founder) Anthony Sommers and made some really fun games. These games
      were never released; but they paved the way for us.

      [Vystirch] Lets discuss Call of Champions. I'd
      like to talk about the development of a champion. How do you start?
      [Cinco Barnes] Story. To me, character is story
      and I need a compelling story to develop a Champion properly. It's
      comparatively easy to follow-through on a champion's role / purpose, kit
      and strategies if you know who they are. If you're unclear on the
      character, you wind up not making clear decisions about how they behave
      in-game.

      [Vystirch] How do you develop a champions kit
      (skills)?
      [Cinco Barnes] Once we know the character we
      can then determine how they approach their combat role. Questions of
      character-consistent behavior come to mind at first so that we
      understand how the Champion makes decisions. Then after we have a clear
      concept of how their kit comes together and the key strategies we want
      them to employ, we move quickly into play-testing. Where story was the
      driving force to originate the Champion, fun-factor takes over as the
      all-important guiding principle when we're doing internal tests. Story
      is revised to accommodate the most fun abilities and combat strategies.
      Feel and fun-factor continue to drive Champion development from this
      point forward.

      [Vystirch] What requirements does a champion
      need to meet before it is released?
      [Cinco Barnes] Champions go through three
      distinct phases of development. The first phase involves movement, basic
      attack, and core functionality for all abilities. Here is where we
      determine the actual kit and get the first taste of fun-factor. Kits are
      modified during this phase to eliminate any fun-factor risks and to
      ensure compliance with the Champions' desired role. The second phase
      involves timing, visual effects and initial balance. Ability actions and
      their associated animations are tuned to the frame on client and server.
      Play tests dredge up issues and concerns with the Champion that must be
      immediately addressed. Once all the issues are hammered-out, we can move
      to the third phase: visual effects, sound effects, and balance testing
      in context. This third phase is where our alpha test group gets to see
      the Champion. The Champion is played in a much less controlled
      environment and the real business of Live game balance begins.

      [Vystirch] Thank you for describing the process
      of creating a champion. What has been your favorite champion in CoC?
      Why?
      [Cinco Barnes] I adore playing Violet and I
      play her a lot in tests and office league games. Her story is my
      favorite and her kit and strategies are really consistent with who she
      is. That said, I'm also a huge fan of 'Faera' (unreleased
      pet-controlling mage from the Realm of Nature) because her cute little
      face looks a lot like my wife!

      [Vystirch] Can you share any funny bugs that
      the staff has run into while developing "Champs"?
      [Cinco Barnes] A Champion's first internal
      play-test can be somewhat messy. Scorch, for instance, had a very rough
      time being brought into the world 'cause he constantly got stuck as a
      fireball: constantly spinning like a tornado, burning out of control.
      Other times, you'll get things like when I added a strong push-back to
      the tower blasts at full power. Pushing the Orb into range against a
      tower that kept knocking you back one step for every two you took... not
      exactly a bug; just a dumb decision on my part that made the game
      ridiculous for a while.

      [Vystirch] Thank you Cinco for all you have
      shared, it has been a pleasure having you.
    • Pro-Tip: Roaming
      Roaming is essential to being successful in Call of Champions. To roam
      basically means to move around the battlefield. But if you just walk
      from lane to lane and through the jungle without a goal then you are
      missing the point of roaming. So here are some tips:
      • First you must recognize when your should leave your lane and
        roam. This means you need to watch your minimap like a hawk. Looking for
        when buffs re-spawn, how your teammates in the other lane are doing,
        where the orbs are, what your enemy is doing and much more.
      • Second you have to understand when it is appropriate to leave your
        lane and roam. Never ever leave your lane if it is under pressure from
        the enemy team, otherwise you are giving them a free tower! And also
        don't leave your lane unless you can gain an advantage by doing so. Such
        as picking up a buff and distributing it to your whole team using the
        altar, or if your other lane wins a fight and are low on health roam bot
        and tank the turret for them so you both can do damage.
      • Third use roaming to counter your opponent. For example if you notice
        they have 3 people pushing bot then counter with 2 and have your third
        split push top. Another example is if you haven't seen an enemy player
        for awhile then they may be in the jungle about to distribute a buff, go
        interrupt them!
      To summarize roaming it is how you and your team
      can control the map and objectives. Do it effectively and you can carry
      your team to victory just with your presence.
    • Conclusion:
      Thanks for reading the third issue of the Call of Champions Chronicles.
      The Call of Champions Video contest is over, giving us
      18 new t2 alpha legends!
      Congratulation to them, as well as the new t2 alpha legends who got an
      invite from the 8-bit stream. I can't wait to play with you and maybe
      land interviews with some of you.
      To find Youtube and Twitch media for Call of Champions visit this
      thread.

      Check back Friday the 22nd for issue 4, where I will talk about the
      gameplay foundation of the base wall.

      -Vys
    Last edited by Vystirch; 05-21-2015 at 10:30 PM.

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    Text is a bit out of whack. I will fix it when I get home this evening.

    -Vys

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    Looks great!

    Visit my Youtube Channel! Here--> Terrainrob's Videos of Everything

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    Great work blooooooop

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