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¡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:

Youtube Video

 

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🚀 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!

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