On April 08 2013 11:06 Tamburlaine wrote:
Kind of curious about the hero class split between the good and evil classes. One side comes across as entirely martial in nature, while the other is spells all day every day. Is this intentional asymmetry or are the heroes mechanically similar despite their different flavour?
Kind of curious about the hero class split between the good and evil classes. One side comes across as entirely martial in nature, while the other is spells all day every day. Is this intentional asymmetry or are the heroes mechanically similar despite their different flavour?
Originally we had the 12 Heroes finalized by the time we decided we needed some sort of lore. The lore moved some people we originally envisioned as good to the bad side and vice versa. For example, I always imagined the Assassin bad and the Wizard good until we completed the lore.
The design process went like this. Of course it was iterative, but:
1. Make some Abilities that seem cool.
2. Group them together in ways that make sense.
3. Try to apply a theme to that group (defensive, offensive, luck, speed, etc.)
4. Create a Hero archetype that represents the theme.
5. Have Coagulation look over the Heroes and debate them for about a week.
6. Reach a new set of Heroes.
7. Coagulation wants to draw a "cool" Hero. Put him in the game and delete an old one.
8. Test the game and realize 50% of the Abilities are OP.
9. Rework the Abilities.
10. Finalize the Hero names.
11. Write the lore, determining who is good and who is bad.
I think the story naturally dictated that the bad side have more magic. The good side has a larger standing army and more control over territory. To combat that, the bad side developed more powerful magic.
In terms of gameplay mechanics, there is nothing really similar between the good and bad Heroes. If you didn't read the lore or look at your Hero's art, you wouldn't know if you were playing a good or bad Hero.