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Hi -Welcome to the Warlock Wars (GameJolt) Page.

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The Game

In Short: A magical, multiplayer, first-person shooter with incentivized (rewarded), map control points. Work as a team to capture more than the opposing team, or just straight up take their Spawn Capture Point -to claim Victory.

The World

Welcome to early Earth; Pangaea, where for over a millennium 4 Houses have sought to control a vast network of inter-linked Planets, Earth is one of the many included.

Info.

Control class-specific Warlock's, each offering advantageous abilities, providing opportunities & strategies. Hopefully, resulting in a team/house win. 

Either; 2, 3, or 4 Teams will battle it out, within the 20-minute match timer (not including the possibility for; overtime or sudden death), to gain and defend the most territory, and be named (House) Victor.

Capturing Control Points in-game will provide the Player with a CP (Capture Point) to spend on Cosmetic upgrades i.e. leather strap for the Warlock's Staff, or maybe a gimmick Mana-Sight cosmetic!? -and House Win's will reward the Player with a 'W' = Win Point, also offering Player Shop unlockables (this is still in development, items etc are being added). Esquire creds will also be available (in-time), to help support (should you choose), my indie game (cosmetic).

Note: Cosmetic items only, in the Shop, full-stop.

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Features

  1. Multiplayer (Only).

  2. Chat (Text) at present -with plans for in-game voice.

  3. Multiple Maps (Pre-Alpha to feature one 'The Linkage').

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  4. Fun (The whole point, right).

  5. 4 Classes/Characters (Currently): Air, Earth, Wind & Water (with plans for many more characters & classes). Each with unique (upgradable) spells.

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    Earth Abilities:

    Heal Bub' (Healing AOE bubble).

    Trap (Place a waiting Spike Trap).

    Swallow (Lockdown/root all AOE proxy players, dealing some damage OT).

    air_h1.png

    Air Abilities:

    Steadfast (Temp. speed boost).

    Twister (A player directional twister that ejects (strongly) any caught Player.

    Teleporter (Initiate a one-way teleporter for the squad/team).

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    Water Abilities:

    Mana Bub' (Mana AOE bubble).

    Mana Shield (Provide cover for the team).

    Swarm (Open a Water portal, summoning multiple, damaging sea horses).

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    Fire Abilities:

    Self-Heal (Provides various amounts of self-healing -can also provide over-healing (limited).

    Mana Burn (Let rip utilizing any remaining Mana to fire a continuous beam-based weapon (no recoil).

    Meteor (Open the skies for some glorious AOE goodness -hit = ded).

    NOTE: All class spells (and weapons) are level specific, offering up to 3 Level upgrades, all increasing; damage, duration, size, buff etc.

  6. Shared Abilities:

    1. Teleport : In a pinch? TP outta' there.

    2. Thrust : Propels the Warlock upwards.

    3. Sturdy : Reduce Fall Damage (you're welcome Mr S.Mountain).

    4. Regen/Lock-down : Low on Mana after a fight? -Pop a Regen. Note: Locks the Player out of Character movement for a v.short duration!

    5. Fairies : Launch a Fairy, watch it light the area up below! -freezes after 3 seconds, and slowly falls -Level 2 offers a small AOE Mana Drain.

    6. Scavenger : On death a Player can choose to Pickup the (now dead) Player's Mana Soul, providing +50 Mana. Level 1 increases this to 100 Mana. Level 2 provides the Player with an Ability timer reset (might be too OP).

    7. Pulse : Offering a Sixth Sence to the Warlock -for a very short duration, the Warlock sends out a recon Pulse revealing any proxy. Players (team colour coded).

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  7. Customizable key inputs.

  8. Customizable resolution and settings.

  9. Weapons! -All upgradeable (depending on team Capture points):

    Choose from:

    i) Bolt: a high-damage projectile -with various upgrades!

    ii) Skimmers: abounding projectile dealing equally high damage -at a slower movement speed.

    iii) Rapid-fire: for those closer than you'd like fights.

    iv) Ballers' -Fire either an explode on contact, or 3-second fuse-based AOE. If the Team manages to unlock the 'Sniper' control point then:

    v) Sniper: a devastating, long-range based staff is awarded (for the duration of said control point).

    Almost forgot,

    vi) A light s*b.. erm, I mean Sword. Yes, a magical energy sword, conjured by the Jed... Warlock... Warlock! ;)

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Tiered Rewards. With Control Points offering vital unlocks to the team, the Warlock's skill tree/spells offers upgrades in the currency of skill points (+5 Points for a Capture, -5 for the Loss), ever tipping the favor(s).

  1. These Points can be used to Spend on Shared Abilities (Point 6, above), and/or various Weapon/Class specific upgrades (Point 9).

  2. Easter Eggs (Not literal, soz).

  3. Weapon Recoil -varying with possible upgrades & weapon types (ADS reduction).

  4. Constant attention (in the form of updates & goodies). The game is a labor of love.

  5. Polls!!! -Feedback and input are crucial, have a suggestion? -Let me know. I'll put it to the Player's :) -if I can make it happen, and the majority want it, I will.

Issues

  • Server limitations.

    • Running as a separate game instance at present.

      • Dedicated options do exist (i.e. GPortal), Provided sufficient interest. If I cannot raise the funds for this individually, I will look to options such as; Kickstarter/Indiegogo etc.

  • Player Accounts.

    • Currently utilizing Steam (Network) for access game lobbies.

      • Steam will be required, and to be running whilst playing this game.

    • Login Sever. A login server (such as an AWS) is still required -to store personal skins/player stats etc.

      • Note: Any Players assisting with this stage of the game will receive a limited edition Staff skin for the game. This will not be available again. 

    Creator

Still reading? -Nice one, thanks. :)

My name is Andy (Susat). I've been gaming (PC) since the days of Half-Life & Delta Force (ah the sweet memories!) *cough* boomer *cough*.  I'd always dabbled in the map-making sense of gaming etc. (dang, I loved those CS : Zombie Escapes & Death Run's) -however, I have never tried to launch or make anything, of this scale.  

As far as the creation, thankfully, Unreal Engine has been great to grasp & problem-solve on -Oh, and test, test, test (sooo many runs on this game .exe) -even so, I've enjoyed every second of it, even the moments it 'racks' the brain for a day.. or 12.... (my eyeeeeeees) -more so than I ever have in the Architectural world (even compared to some prestigious projects I've had the privilege to assist on -I think mainly due to the complete control + design, being by myself).

I, prior to any of this game's design etc, had been working in the Architectural/Engineering industry (for the past 20 ish years). Starting out as a Jr. CAD designer/surveyor, to Technician, to Design Manager + working up to an Architectural Project Manager (for an international company). However, I was let go following the crash of '09 -and once again recently. No more, it's a massive decision, + not one I've not taken lightly. Thankfully, the years of 2 & 3D design will come in extreme handy. I can't wait to make some epic landscapes/battlefields. :) I have also studied Engineering & (some) Computer Science.

Future

I do (hope/plan) on releasing a Kickstarter project (pending intensive game testing -and feedback) in the coming weeks/months -modifying to suit, as required, prior to this.

Any thoughts, questions, or feedback (try and keep it constructive), is very much appreciated.

Note: Any of the above points are subject to change and/or alteration. Exception: Shop Items always being Cosmetic.

Social

Youtube : https://www.youtube.com/channel/UCniYInYnmpwWv0IGpxGvZUA (Excuse the long link -Yet to hit 100 sub's -to alter the custom link.

Twitter :  @geektweakgames

Patreon : https://www.patreon.com/geektweakgames

Any Q's, do hmu.

Andy @ GeekTweakGames

Fun, above all else.



all-ages
Mild Cartoon Violence
Mild Fantasy Violence
Mild Realistic Violence
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