Dota 2
Crumbling Island Arena
 This topic has been pinned, so it's probably important
MaridiuS Oct 16, 2016 @ 4:50pm
Interview with mahou-chan
* Why have you made this game, what has inspired you?

Basically I've always been fond of a pure PvP skill-based arena genre. I liked the idea of bloodline champions for example and I'm a big fan of warlock brawl.

* What are your previous programming experiences?

I started programming with WC3 custom games and created a bunch of maps there. Later I took some java courses and got into game developement a little, I have released a free puzzle game on desura: http://www.desura.com/games/spin-deluxe and created a bunch of desktop tools and websites using various technologies and languages.

* Could you tell us about your history with dota, including dota 1?

I actually have a long history with dota, though I seriously started playing it only in 2008, but I've tried it even before that. Got my beta invite in 2011 and absolutely loved the game.

* How does dota 2 engine and its programming features suit your style?

To be honest I don't really like it, because dota utilizes dynamic languages like javascript and lua, those are good to play around and create small projects but fall short on big projects, in my opinion. Refactoring is way harder with them. I also dislike javascript as a language a lot, primarily because it wasn't designed for stuff it's used for nowadays and it wasn't thought through enough. The one thing I absolutely love is Valve's new UI framework: Panorama. It's an absolute pleasure to work with and despite utilizing similar concepts HTML uses it's a LOT easier to work with and a lot more predictable.

* Where are you drawing the ideas from about your spell kits, they're really unique and fun to play.

Don't have any particular sources, it's mostly random stuff which comes up in my had aka "would be cool to have this". Some user concepts have been a great inspiration for me too.

* What are your thoughts on the upcoming game Blattlerite?

Absolutely love it, great game, very polished in terms of gameplay, visuals and soundwork. Played beta for a couple of hours, hope it becomes the next big esports title.

* How do you often plan to invest your time on this game (overall, not in the future)?

I usually invest a hour or two on workdays and one of weekend days.

* Do you plan to remake any heroes or are you satisfied with all of them?

Not fully but I've planned to address issues with pugna and ogre by reworking some parts of their kits.

* What do you plan to do with CIA in the future?

I hope to implement more heroes up to 50 and polish the hell out of everything after that.

* Are there any failed heroes/spell kits that you've decided not to add in the game?

Yeah, though not a lot. Sand King for example had pretty much a completely different kit before release, basically he had a semi-melee attack and could burrow into the ground to make it ranged, his sandstorm was a basic spell which applied blind to enemies in the area and his ulti was an epicenter-like channeled 2 damage AOE ability.
Also PA had a double jump before, when performing the second jump she would leave her weapon stuch in the ground to later return it.

*** And the final question... Who is your waifu? And why?

Ha-ha, probably Ritsu from K-On, though not entirely sure why.

Thank you for answering.
Last edited by MaridiuS; Oct 16, 2016 @ 4:50pm
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Goose Oct 21, 2016 @ 1:49pm 
Very nice thread! Anything from your time with WC3 modding we could recognise you making? Loved playing around in that world editor, even though it was kinda clunky...
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