Description
Parity of War is meant to find a harmony between fast and dynamic MOBA combat and real time strategy. Combat is highly interactive with many layers of choices hinging on the actions of both allies and enemies.
Development
Parity of War was my first project on my game dev journey and stands as a solid proof of concept for what could be a new genre of MOBAs.
I worked on Parity of War as a solo developer using Unity and Photon for Networking with some help from One Man Army Games for the character models and animations. I built the game systems using a visual scripting language called plyblox as my first foray into coding. Over the lifetime of the project I have since moved to coding new systems in C#.
The game presented many unique challenges being an extremely ambitious project but through much dedication has turned into a fun prototype, demonstrating what can be accomplished.
The design of the game is inspired by the Guild Wars 2 combat system with character design focusing more on player interaction and providing opportunity to react to opponents actions. The added layer of a commander also helps ease some of the tactical burden on players with such an involved skill system.
Game Mode
Conquest is a 6v6 battlefield. Each team has an outpost with a number of defensive structures. The objective is to destroy the other teams outpost. Golems will continuously spawn to try and attack the enemy outpost.
Each team has one Commander who directs the teams resources in an RTS fasion, building and upgrading their army and providing tactical support. The other 5 team members are Elect, powerful fighters who can level up over the course of the game.
Professions
Characters are highly customizable. Players are able to select 2 weapon combinations which determine a professions first 5 attack skills and can be swapped between during a fight. One handed weapons can be duel wielded with the main hand being responsible for skills 1-3 and the offhand for skills 4-5. There are 8+ weapons to choose from for each profession. The next 4 skills are utility, providing a variety of support options and are selected from a pool of 12 skills individually. Characters are able to allocate attribute points between 5 attributes.
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Attributes: 150 points max. 60 points max per attribute.
Power: Attack Dmg +1%
Agility: Crit by +0.85% and Crit Dmg received -0.33%
Vitality: Hp +1% and Condition Res by +0.5%.
Constitution: Dmg Res +0.7% and Stun Res by 0.5%
Knowledge: Max 100, duration of conditions and buffs +0.5%
Warrior
Martial weapon master, naturally resistant to attacks. Acts as a strong threat in close range combat and uses powerful attacks to disable foes making them difficult to escape once their attacks connect. Skills offer a large amount of base damage allowing players to build defensively while still being an offensive threat.
Adrenaline:
Charges Adrenaline when landing attacks. Can be spent on a unique special attack for each weapon that gets stronger based on the adrenaline spent.
Ranger
Has sustained damage and healing mixed with many ways to debilitate foes with conditions and interrupts. The Ranger relies on distance, mobility, and evasion to maintain control of the fight and prefers longer fights.
Aspects:
Takes on the Aspect of The Hawk, Bear, Cougar or Sapling providing powerful passive bonuses for a short time. Consumes affinity which both depletes and fills quickly.
Elementalist
Elementalists specialize in AoE, burst damage and a large number of spell combinations. They must tactically prepare their spells by combining elements, having a wider arsenal of abilities to match specific situations. Elementalists are extremely powerful if undisrupted where they can turn the battlefield into a hazard for the enemies.
Element manipulation - Fire, Wind and Water:
Combines 1-3 elements creating a unique spell to be unleashed. Charging takes 0.5s deducts from a pool for that element with the pool recharging over time.