¡Hello everyone!
I’m excited to finally share a project I’ve been pouring my heart into using the Intersect Engine. It’s called Runic Legends, and it’s a 2D Battle Arena (MOBA) that pushes the engine's real-time combat capabilities to its limits.
Instead of the traditional open-world MMORPG formula, Runic Legends focuses on intense, session-based combat and strategic team play, drawing inspiration from classic arena games but with that beautiful, nostalgic pixel-art aesthetic we all love.
🌌 The Lore & The Conflict
The game is set in a universe torn apart by a clash between five distinct worlds. Players will step into the shoes of powerful champions representing these factions, each fighting for ultimate dominance:
Humans: Adaptable, resourceful, and driven by technology and magic.
Hunters: Lethal stalkers specializing in tracking, agility, and precision strikes.
Orcs: Mighty warriors wielding brute force and unmatched endurance.
Avians: Swift, sky-born beings utilizing wind and unparalleled mobility.
(And a 5th mysterious faction yet to be fully unveiled...)
🕹️ Key Features
Action-Packed 2D MOBA Gameplay: Fast-paced, real-time combat where positioning, skill-shots, and timing are everything.
Unique Champion Roster: Playable characters from different worlds, each with their own dedicated role, custom mechanics, and unique skill kits.
Custom HUD & UI: Tailored specifically for arena matches, keeping the focus entirely on the action, cooldowns, and status effects.
Faction-Based Strategy: Team up with different races to create the ultimate synergy and conquer the battlefield.
🛠️ Development & Intersect Customization
Using Intersect for a MOBA has been an amazing challenge. I’m currently leveraging the engine's robust networking, projectile systems, and real-time event handling to create fluid combat logic, custom respawn mechanics, and arena-focused win conditions.
Here is a small teaser of what the game looks like at the moment:
🚀 What's Next?
The core engine mechanics and the foundational lore are already locked in. Right now, I am heavily focused on:
Designing and balancing the champion skill trees.
Polishing the custom pixel-art tilesets and sprites for each faction's environment.
Fine-tuning the networking for smooth, low-latency match experiences.
I’d love to hear your thoughts, feedback, or any questions you might have about how I’m adapting Intersect for a Battle Arena format.
Thanks for reading, and see you on the Runic Legends!