Tome of Heroes - A Realtime Mobile PvP Game
Tome of Heroes - A Realtime Mobile PvP Game
A fast-paced and strategic mobile game that offers a real time, competitive and balanced player vs player environment.
A fast-paced and strategic mobile game that offers a real time, competitive and balanced player vs player environment. Read more
About this project
Tome of Heroes is a fast-paced, strategic mobile game that offers a real time, competitive and balanced player vs player environment in a fantasy world. The game is already published on both Android and iOS and can be downloaded by visiting www.tomeofheroes.com (click download and then pick your platform).
General Game Mechanics
At the moment the game consists of 1v1 matches in a battle-arena style. The goal is to kill all the enemy heroes and depending on your results you either gain or lose a number of rating points which are then used to decide your placement on the leaderboard. There are 6 heroes available and you get to pick 3 of them to build a team which you'll control through out the match.
Each hero has 4 unique abilities and the 3 heroes that you pick will shape your play style. For example some heroes are more offensive while others are a bit more defensive, some do area of attack damage over a period of time while others do single target damage over a shorter period of time.
The game also has 3 different maps available and at the start of each match, before you build your team, one gets picked randomly. Each map favors a specific play style through its layout pushing players to try out more hero compositions. For example maps that have tighter areas and force heroes to be positioned closer to each other will favor the use of abilities that do area of attack damage. As a result, it also favors heroes that are able to counter area of attack damage.
Hero positioning is another way players can gain an advantage in Tome of Heroes. For example, area of attack damaging effects do more damage the longer you sit in them. At the start their damage is similar to that of an auto attack but if a hero stays in them for the full duration, the damage towards the end is 2 to 2.5 times larger. Therefore, the faster you're able to react and move your heroes out of these areas, the more damage you'll be able to avoid.
The game is designed so that it's easy for anyone to play, however it also rewards smart and strategic game play. Each hero has 4 unique abilities:
- a green ability for healing or absorbing damage
- a blue ability for utility such as stuns, teleportation and so forth
- a red ability for damage, single target or area of attack
- a purple ability that has multiple unique effects for each hero
The green, blue and red abilities are cooldown based, meaning they can only be used once every 10-20 seconds. The purple ability charges based on the hero's activity, meaning that it charges whenever they do damage or healing. Strategic use of an ability will be much more rewarding than randomly pressing them whenever they're available. Here are a few examples:
- The Frozen Knight for his green ability summons a large protective shield that lasts 4 seconds. Friendly heroes under the shield will be immune to damage for that duration. If you use the shield when the enemy heroes are simply doing auto attacks, you will absorb approximately 150 damage each second. If however you time this shield with an enemy offensive ability, you can absorb up to 500 or more damage each second.
- The Syphoness for her blue ability creates a spell that covers a circular area on the ground at a target area. If an enemy hero tries to use an ability while they sit in the area covered by the spell, the ability gets stolen by the Syphoness to use as her own and it goes automatically on cooldown for the enemy hero. The spell only lasts 5 seconds so if you time it well, you can gain a big advantage over your opponent. If you don't, it can have no effect.
- The Earth Mage for his purple ability creates a wall that most heroes can't pass through. The wall also creates a cloud of dust around it that makes all enemy attacks miss. If you place the wall correctly, you can split the enemy team in half and cause the enemy heroes that were blocked on the other side to not do any damage.
On top of all the animations, Tome of Heroes also offers some subtle visual cues to help players understand what's going on better and have an easier time focusing on their strategy.
Here are a few examples:
- To make it easier to keep track of what abilities are available, each hero portrait has 4 small colored rectangles at the bottom. When a certain colored rectangle is visible, it means the ability of the same color is available.
- To make it easier to identify which spells are yours and which belong to your enemies, all abilities have either a gray stroke around them, meaning they don't affect you in any way, a green stroke meaning your heroes should sit in that area to gain a benefit or a red stroke meaning that heroes staying in that area will be affected in a negative way.
- There are all kind of effects that heroes can be affected by, some more obvious than others. To make it easier to keep track of the ones that occur more often, small buff/debuff icons appear above each hero. At the moment, only the ones that are vital to making a decision regarding which ability you should use appear. Therefore, to keep things light and easy to understand, there are a total of 4 possible icons: hero is immune to damage, hero only takes half damage, hero does no damage, hero only does half damage. To give you an example, if you notice that an enemy hero has an icon which means he does no damage, you may want to save your stun until that debuff disappears for a better outcome.
Seasons and Rewards
The game is divided into one week long seasons. During a season, players will gain or lose rating based on their performance in the arena. The amount of points you win or lose depends on the difference in rating between the two opponents.
For example, if you're at 1500 rating and you defeat an opponent that's at 1700 rating, you will gain more rating than if you were to defeat an opponent at 1300 rating. Each Monday the leaderboards get reset and players receive a number of gems based on their performance. Gems can be used to play additional consecutive matches or to upgrade visually the armors of your heroes.
- At the moment the game allows for 5 consecutive matches. Once 5 are played, you can pay a number of gems to play an additional match or you can wait a period of time to allow for one or more of the 5 available matches to recharge.
- Once you reach 1500 and 2000 rating, you can upgrade the armor of your heroes to the silver and gold upgrades at the cost of a number of gems. The upgrades are visual only and their purpose is to show off your achievements.
More visual rewards are currently under development and will be released in the future as soon as they're ready.
For the first few months, as expected, the game won't have a lot of players available in all regions at all times. To deal with this issue the game has an A.I. which takes the role of an enemy and allows for players to enjoy the game at any time in the same multiplayer fashion.
The A.I. has a number of accounts that are active on the leaderboards at various ratings and behaves differently based on the rating it plays at. The higher the rating, the faster the A.I. reacts to what the player does. For the first few rating brackets, the A.I. takes more time between the use of abilities, has some of its abilities locked and reacts defensively slower to ensure new players won't be overwhelmed while they're still learning the game.
Depending on which heroes they pick, players are able to build their own unique strategies. Here are a few different play styles, just to give you an idea:
The main focus at the moment is to increase the number of heroes available, the number of maps and the number of game modes and objectives in which players can compete. To play the new heroes and maps, players will be required to unlock them by using coins. Coins will be an in-game currency available at the shop or available through the completion of daily quests.
Player vs Environment content will also be added in the future in the form of dungeons and story-lines showing how each hero came to be.
Risks and challenges
My name is Stefan Pulciu and I've been working on this game since October 2016. I've built everything so far by myself and even though it's been a lot of work I've really enjoyed every minute of it. To give you an idea of the tasks that were required and completed so far, here are just a few: 3d modeling for heroes and environment, texture painting for all 3d models, game programming in Unity3D, network programming using Photon Networks, database and server sided programming for user accounts and other game data, animation for hero abilities and hero control, marketing assets such as the website and pages on social networks, video production for the game trailer and many more!
The game was published in an open-beta in April and it started its marketing campaign in the middle of July, once there was enough content and structure to it, with this very kickstarter campaign.
So far, all the funding for the game since October, which mostly meant paying the bills, has been covered by myself. I am starting this kickstarter campaign in an effort to lengthen the amount of time I have available to work on it by approximately 3 more months. The funds will be used for the same type of expenses but also for newer ones such as advertising costs on various platforms. During these additional 3 months I expect to publish 3 more heroes, 3 more maps, the daily quests system, improve the A.I. so it behaves more realistically and make significant progress with the game's marketing campaign so that it becomes self sufficient financially through a consistent and loyal player base.
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