![]() ![]() However, we eventually found one simple line that summed up exactly what we were trying to do with the mode: “LET PLAYERS BE THE DOOM BOT”ĭoom Bots of Doom was a mode we ran several times in the past, most notably with the Teemoing in 2016. Most of our early ideas were quickly rejected because they became too similar to League’s existing item system-things like gaining extra stats or slight modifications to your abilities. Game system progression (which eventually became the Augment system) went through a lot of iterations. After much discussion, we landed on Ziggs because he seemed like strongest match for both the gameplay and thematic needs of the mode. Based on the team comp we had, a magic damage dealer felt like the right fit. This meant we needed to add another member to the Odyssey team. For example, the original Odyssey line-up included five skins (Yasuo/Sona/Jinx/Malphite, with Kayn as the villian), but we wanted the mode to have five players. Other decisions took more discussion and development. We wanted to create four difficulty levels for most players to progress through as they powered up, and then one difficulty for our most hardcore players to test their mechanical and teamwork skills. ![]() These goals defined what we could and couldn’t do with the mode pretty clearly, and it helped us make some early decisions, such as having five difficulty levels. Ship it in time for the launch of the Odyssey Event, which meant we had 4-5 months for development.Add a progression system that persists over many sessions. ![]()
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