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League of Legends: Ultimate Team

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Inspiration

Watching Worlds 2021 together reignited our passion for League of Legends e-sports, but between work and school, we don't have much time to watch every game and stay up to date. We wanted to create an e-sports game that both casual watchers and hardcore fans could enjoy.

What it does

League of Legends: Ultimate Team is an interactive game that combines the team building of a fantasy league with the interactive gameplay of a "choose your own adventure" to create an exhilarating experience for e-sports fans.

First, pick your team of 5 active pro players from across the world to face off against our custom-built AI. Then, use your game knowledge and strategic insight to make interactive decisions and lead your team to victory!

Player card metrics

  • Laning (LAN): A combination of first blood percentage, gold difference @ 10 minutes, CS difference @ 10 minutes, and XP difference @ 10 minutes. This metric helps determine who wins early game 1v1 and 2v2 skirmishes.
  • Carry Score (CAR): Based on XP, gold, and kill share, Carry Score plays a major role in deciding who wins a teamfight
  • Vision Score (VIS): A player's Vision Score depends on the number of wards they place and clear every minute. Vision score can help you spot the enemy team trying to sneak objectives 👀.
  • Versatility (VER): This indicator measures the breadth and depth of a player's champion pool. A player with a higher versatility score is less likely to receive a "Banned Out" debuff when they load into the game
  • Threat (THR): A player's Threat rating depends on how many bans they draw per game on average. It functions in a similar manner to Versatility
  • Experience (EXP): This indicator takes a player's entire career into account - number of games played, prestige of tournaments attended, and number of competitions won. This is used to determine whether players will make the correct decision in high-pressure situations.

How we built it

Frontend: Next.js, CSS

Backend: Node.js, Python

We also used the Liquipedia API.

Challenges we ran into

Writing clean and efficient code to make sure we didn't exceed the rate limits for API calls.

Creating objective metrics and classifying players in a non-biased manner.

Accomplishments that we're proud of

Ensuring that every single metric and statistic on each player card makes sense

What's next for League of Legends: Ultimate Team

Adding support for other regions (e.g. LMS, CBLOL, CIS, etc.)

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