Emerald Warden development roughly began in earnest in early April. I scripted and solo-iterated him within a period of 3 days, and he was selected to be added to the hero queue on April 18. Testing began in mid May, and he was finalized without further changes June 24.
The Emerald Warden’s roots, as with most of my heroes, go several years back. I’d developed a fascination with summoning heroes early on, and almost all of my hero concepts incorporate one form of summon or another. One facet of the genre–making an appearance most heavily in HoN and DotA–that I strongly dislike is that players are required to master a disparate set of skills for certain heroes that may not apply, or apply in a minor fashion, to the majority of the hero pool. As it applies to the topic of summons, I am talking about multiple-unit-micromanagement, or simply just “micro”. As such, I’ve always tried to design summons to operate independent of player control, all the while maintaining the sense of substance that a true summon commands above simple projectiles or gadgets.
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