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Unnamed project for 2018 aka The medieval game

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belda:
It is a hard project started recently, I hope to show something very soon.

To explain it better I summarize it in... the game is a mix between the persistent world and crpg/strategus. It's free.

In the persistent world we will have jobs, tasks, tournaments, entertainment, commerce, politics, conspiracies, gestion, death .... On the other hand there will be a recruitment stall in the capital to participate in foreign wars. Battles and sieges. If you become someone important, be it for money or titles you can create a small army, players and npc.


Things to consider:

* There will be no user interface, you will not know the health points, the stamina or the adrenaline. You will not know your stats either.

* In this game you will rise not by clicking on buttons on a screen. Here you have to train. If you want to specialize in a weapon use it constantly and you will notice little by little that you will be faster or that you will attack harder, in addition you will learn some new movements.

* One life, a lot of family. If your character dies, he dies forever and loses everything he has on him. But in a combat your character can be presumed dead and remain alive. As in the game you can have properties, these and all their content go to your descendant.



If something is not clear, you want to deepen in some particular topic or make a suggestion I invite you to comment.

Work in progress:

- Combat animations. One-handed weapons, with a shield and without it.
- Programming of the combat system.
- Network programming, Deathmatch game mode to test the combat system.

(click to show/hide)visitors can't see pics , please register or login
 
Temporary character to present the combat system. (click to show/hide)soon
To-Do list 2018:


* Complete combat system.
* Persistent world. The capital, The big town full of shit.

Gnjus:
visitors can't see pics , please register or login

Ikarus:

--- Quote from: Gnjus on February 02, 2018, 08:13:14 am ---visitors can't see pics , please register or login


--- End quote ---
this

- hey I make a mmo-medieval game and just started recently
- one image, the rest just wobbly concepts
- posts it in community which witnessed the rise and fall of OKAM

either this is a troll or belda is very new to game development

Which engine? How big is the team? What's your experience in game development/your skills? Any experience with multiplayer games/setting up or maintaining servers? If your experience is lying somewhere under 8 years: don't do it. Start small. Make a little singleplayer game first, maybe even playable in browser. What I've learned from game development in the past years is that you should keep a game really, really simple at first. Make very few mechanics, but make them as good as possible. Flesh out the controls, hunt down bugs, improve performance, rework designs or models which don't seem to fit. Make the game as much fun as possible, replayable, memorable. Then post it on a game dev forum, gather feedback, rework given issues/ideas and maybe get some people to help with areas you're not familiar with, be it music/soundfx, animations, level design or even color compositing. Polish, rinse, repeat.

Either give us a detailed insight of the project, and I mean concept art, animations, models, gameplay or leave it be. Everything else will hurt you and your project. Sorry for my harsh words but I've seen this very situation a couple of times now and I don't want anyone to fall into this common trap.

Even really simple games take a LOT of hard work and time to be somewhat payable. I've been talking with the devs of this game last year and it's incredible how much of your lifetime you have to invest into these kind of projects. The game may be simple, but thanks to intense polishing, quite some fun with a few people. Me and some friends often ended up at their booth at the end of the day to play a couple of rounds (and a game called "Overcooked", that's ridiculously hilarious with some friends aswell)

Start with walking before you run!

belda:
I have 7 years of experience. My skills are programming, environment modeling, props and characters, animation and level design. My weak point is the sound but I have time to get into it.

I've done before the warband combat system in singleplayer with animations that do not measure up for making them very fast. Now I'm working on them a lot and I hope to put gifs of the different animations soon. Keep in mind that making animations by the traditional system costs a lot,  more for this combat system. I came to calculate that I would need about 800 animations just for the whole combat and that can take a year when with a mocap system you can do them in less than one month.

The engine we are using is Unity3D. In the team we are two people, we do not want to take the project out tomorrow, do it little by little. This thread is for you to see how the game evolves from scratch.

Why OKAM fell into the abyss? fake EA trailer.

Vibe:
we'll call you back

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