![]() ![]() I've done manual tests slowly by removing parts of code, but due to the random nature of the desync, it's really challenging to solve anything this way. No stack traces, there's no way to add breakpoints or logs, prints slow things down to a crawl and so aren't really reasonable to try to debug with either. There is currently a player desync happening in multiplayer in my map (somehow different players disagree with their local emulation), but I am given absolutely zero information about it. Unfortunately, the debugging tools are abysmal. I started working on a new custom map, which now has support for Lua and all kinds of new natives like UI natives that allow you to completely customize the UI. I recently pre-ordered and got access to the original wc3 which they've since patched with updates. The indies used to look to the AAA for inspiration and something to aspire to, but the tables have turned in a way exemplifying the capitalism and diluting the art of the medium. Once in a half decade we get a AAA game with a novel concept or a new IP (Overwatch, Fortnite maybe?), but even sequels are starting to just feel like polishing phases or DLCs on a tested IP and gameplay formula. DayZ/H1Z1 from the mod community spawning battle royale, DOTA Auto Chess custom map spawning DOTA Underlords, TFT, and Epic Games' Auto Chess (the newer big trend). DOTA2, LoL, and the entire MOBA craze was spawned because of the success of a custom WC3 map, and since then AAA have 100% adopted this as an R&D strategy. I feel like the game industry has made this really distasteful shift, of the big AAA companies just adding shoe-shine on existing projects - whether that's servicing a SaaS like League of Legends or World of WarCraft, or doing remake after remake of Age of Empires, Homeworld, StarCraft, Final Fantasy, etc, while leaving all the innovation and creativity to be explored at the expense of indies, mod creators or mapmakers. (Probably inspired by) Castle Fight Rise of Legionsġ1.I'm in the exact same boat. (Inspired by) Angel Arena King's Vessel (discontinued)ġ0. ![]() (Inspired by) Warlock Brawl Corroded (dead) Acolyte Fightĩ. Vampirism Sands of Osiris (no updates since 2014)Ĩ. Dota Chaos (a Korean version of Dota before the All-Stars era) Chaos Heroes Online (dead)ħ. Island Defense Island Defense (discontinued)Ħ. Impossible Bosses NEO Impossible Bossesĥ. Civilization Wars Epic Epochs (currently being updated by its original creator, Dangime)Ĥ. Rise of Winterchill Causeway (currently being developed by the creators of RoW & Dota Outland and EoTA, Sofmints and Darnyak)ģ. HellHalt TD HellHalt (currently being developed by the original creators, this one is announced recently so the trailer is the only available material)Ģ. Here are the things that you may have missed on this particular topic:ġ. I made a similar thread before, but I posted it on a WE-oriented Facebook group. I think there is a stand alone title on steam called Hero Siege but i don't know its actual gameplay, one could bet it drawed from Hero Siege WC3 Mods.Īs the core mechanics are very similar i'm pretty sure Pokemon Legends WC3 Mod and mod successors were historical predecessors of AutoChess Dota2 Mod, Dota Underlords, Teamfight Tactics and the like, so you could say these last titles drawed the inspiration on the first and not viceversa ![]() ![]() On a side note, i'm developing a map that will atempt to resurrect Card Shuffle mechanics (+features) SOON. A much more known WC3 Mod just as ancient is the very spreaded and still kicking Castle Fight. We are talking year 2006~ (i'm assuming all these things from the data on this site). I know a few ones.Ĭlash titles and Minion Masters drawed clear inspiration from Card Shuffle WC3 Mod (dead) and other similar mod successors. This is not the exact thing you are researching but it could be useful to know what kind of game mechanics and new concepts that were spawned by the Wc3 mod scene that were later USED by stand alone titles. ![]()
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