cRPG

Other Games => ... and all the other things floating around out there => Topic started by: belda on February 01, 2018, 11:19:04 pm

Title: Unnamed project for 2018 aka The medieval game
Post by: belda on February 01, 2018, 11:19:04 pm
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.

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To-Do list 2018:


Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Gnjus on February 02, 2018, 08:13:14 am
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Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Ikarus on February 02, 2018, 12:53:22 pm
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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 (https://steamcommunity.com/sharedfiles/filedetails/?id=870713317) 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!
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: belda on February 02, 2018, 03:05:37 pm
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.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Vibe on February 02, 2018, 03:24:58 pm
we'll call you back
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Gravoth_iii on February 02, 2018, 03:34:22 pm

Why OKAM fell into the abyss? fake EA trailer.

Over-ambition, desperation and lack of budget i would say, we didnt even get to see any sort of resemblance of what they promised because they didnt have the time to finish a rough sketch of it.
Over-ambition is the one that kills, it was the thing i worried about in OKAM from the get go, and this project seems to walk the same path. Not saying ambition is bad, but when you start painting this picture of a game (everyone does it and thinks they could develop a great game) and think that you can pull off so many aspects of it to make it all work together is a bit too much. cRPG works because in its core its just a battle server with rpg elements. Then they could expand on that to some bigger projects like strategus. Maybe even more depth wouldve been created were it not diverted to OKAM.

Good luck i suppose, but you will need a lot of time and moolah to build a enjoyable persistent world experience and have a playerbase in it if you expect to get it all roughly working from the get-go.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Xant on February 02, 2018, 06:30:24 pm
* 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.
Horrible, horrible idea. There is a reason user interfaces exist even in "hardcore realistic" games. There is no reason for not having an user interface other than wanting to annoy your players. In real life, I know if I'm healthy, I know how much "stamina" I have left, I know if I'm feeling pumped up, I know what my "stats" are, and so on. A game is not realistic for not showing me these things. A game is unrealistic if it doesn't show me these things.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Xant on February 02, 2018, 06:32:38 pm
Over-ambition
This was definitely a big thing. Epic was far beyond them from the get go, they sold a pipe dream that even AAA studios would've had an extremely difficult time delivering. They should've focused all their attention on a small scale arena mode -- make the combat feel awesome, build it like a fighting game except with "realistic" medieval melee combat, and then expand if you get enough sales to hire more devs.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: zottlmarsch on February 02, 2018, 06:51:25 pm
Will there be control on the main menu?
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: belda on February 02, 2018, 07:47:20 pm
I prefer not to create hype, to do it with tranquility and with the best possible result. I prefer to talk to potential players rather than developers.

I am unemployed, I have knowledge, a computer and a lot of free time to work on this project. I have no budget and that bothers me, with 3500 euros could do what planned for 2018 in three months. So I'm working hard to start asking for donations. As a reminder ... The game will be free.

Horrible, horrible idea. There is a reason user interfaces exist even in "hardcore realistic" games. There is no reason for not having an user interface other than wanting to annoy your players. In real life, I know if I'm healthy, I know how much "stamina" I have left, I know if I'm feeling pumped up, I know what my "stats" are, and so on. A game is not realistic for not showing me these things. A game is unrealistic if it doesn't show me these things.

A realistic game would reflect everything in the character. Wounds, hunger, cold, fatigue, everything will be reflected in the character, through animations and sounds. Do you prefer a few bars that tell you what's going on, removing the immersion to the game? It's more work but it will be worth it

Will there be control on the main menu?

Of course.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: IR_Kuoin on February 02, 2018, 09:12:17 pm
Looking forward to this.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Porthos on February 02, 2018, 11:04:11 pm
it's 2018 and crpg forum is still the fucking best place for getting insane cringes/laughs :mrgreen:
thanks for the revival, guys. i mean it seriously, thank you once again <3 :lol:
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Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Taser on February 02, 2018, 11:57:05 pm
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Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Xant on February 03, 2018, 01:33:25 pm

A realistic game would reflect everything in the character. Wounds, hunger, cold, fatigue, everything will be reflected in the character, through animations and sounds. Do you prefer a few bars that tell you what's going on, removing the immersion to the game? It's more work but it will be worth it
Except you can't reflect those things accurately, intuitively and quickly without UI. And I suppose you're going to have to guess how wounded you are from "animations and sounds" as well? Again this isn't realistic. Games don't transfer feeling, UI is the most realistic alternative for portraying almost everything. I don't have to look in the mirror to see if I'm wounded or hungry (yeah I'm sure there'll be a SUPER realistic way of portraying hunger). I also don't have to wonder how much a wound hurts and how much it'll affect my capability by looking in the mirror...

Minimal UI = fine. No UI = retarded.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Butan on February 03, 2018, 02:31:04 pm
Go at it belda; if you have experience, time, motivation and some money, you can easily do something correct, have it listed on steam&co with a small return on investment.

Oh and dont make the mistake of taking Xant post seriously and engaging with him. Also until you show more of your project its normal that there is at best mixed reactions. The road of game development is a very long and hard one.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Gravoth_iii on February 03, 2018, 02:39:07 pm
>Im going to create a perfect game alone that none before have successfully created, its easy just needs a bit more work than normal!

Good luck me boi, sounds like a lot of dreaming and not a lot of creaming though, whatever that means.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Vibe on February 03, 2018, 02:47:45 pm
Oh and dont make the mistake of taking Xant post seriously and engaging with him.

Xant's point is more than valid though. No UI is a stupid, false portrayal of realism and immersion. Just like forced headbob. I don't need to look at my body to see where it hurts, or listen to the growling of my stomach to tell that I'm hungry. This whole trend of no UI = more immersion is dumb and isn't really popular anymore. Don't even know who mainstreamed it, dayz? Well we all know how that one turned out.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Leshma on February 03, 2018, 03:10:39 pm
Why would you try to make such a game when nobody is going to play it?

Quote
I am unemployed, I have knowledge

If that is true, use that knowledge to get a paid job. Fuck video games, especially fuck making one which nobody going to play since you're never going to finish even 1% of what you've imagined in your head.

Debbie downer I know, but this is terrible idea from the get go. Games are being made by huge teams who struggle to create something that works. Two people making huge complex game is madness and simply not possible.

When you are unemployed first thing you should stay away are time sinks like gaming which distract you from the fact that you can't pay the bills. There should be a law forbidding unemployed people to play video games and waste time on things they can't afford.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Porthos on February 03, 2018, 11:47:14 pm
listen to butan and go at it, belda. just prove them (well, "us" cus me included :lol:) wrong
don't be just another dreamer crushed by the dull sceptical mass
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Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Golem on February 04, 2018, 12:19:39 am
It spent years hyping people up with the promise of a persistent world with jobs, tasks, tournaments, entertainment, commerce, politics, conspiracies, gestion, death ....

Really? I couldn't give a fuck about that bullshit. The problem was that they started with a pretty good thing and then decided to roll back or mess with features that worked okay.
Alpha had responsive combat and nonintrusive UI, team color coding, a good gamemode. Come Early Access they managed to break the combat, overcomplicate the gamemode in which course they introduced too many bugs, rolled back a bunch of features, performance went down the drain and to top it off the first thing the new "dev team" did was add fucking lootboxes.
Yeah, I don't think it failed because it couldn't deliver a persistent open world or whatever, it failed because it turned from a hopeful alpha to a shit game.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Butan on February 04, 2018, 10:26:23 am
Yeah, I don't think it failed because it couldn't deliver a persistent open world or whatever, it failed because it turned from a hopeful alpha to a shit game.

It failed for both those reasons.
Those who wanted a Strategus/Persistent World, and those who wanted a overhauled Warband combat system: those two groups (and most had some interest in both) had a lot of reasons to be disappointed.
Even if the development team had had more time and money and could have had all issues resolved, the rollbacks and performance issues for the combat, and the very slow and borderline scammy appearance of a barebone Strategus killed 98% of the early buyers.

Its very important to not over-reach and please your customer base by delivering on most promises at the very beginning, in a timely fashion. Otherwise it becomes exponentially harder to keep a game alive, and even more to continue developing it.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Golem on February 04, 2018, 06:39:20 pm
OP is probably chadz anyway
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Casul on February 04, 2018, 06:43:44 pm
Well you must understand all the semi negative feedback lol, this thread gave us vietnam flashbacks: okam edition.

However I wish you all the best, being motivated and being your own manager are probably most imporant for such a project.

Hey and if you keep working hard on it you might release it even before Bannerlord
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Leesin on February 04, 2018, 08:11:32 pm
I was expecting him to ask for 50 euros.  :lol:.

Even if I think it's highly likely you will not succeed in making what you want to make, I will still wish you luck, by some miracle you may achieve all of that. Plus at least you are being constructive and it will be a good learning experience for you. One thing though, you state there is perma death, and items pass down, does that mean you'd have to "train" every new character too? seems tedious lol.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Butan on February 04, 2018, 09:11:50 pm
The good thing is if OP is making this project just for himself and his own interest, there's no danger of overreaching and disappointing any customers.

If OP is wanting to make something commercial and posted this thread to try and get interest in the project before it's really been started in earnest, that's when things will be more judgemental from the outside.

Even free to play games have negative reviews my man. Everything is commercial.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: belda on February 04, 2018, 09:25:49 pm
I enter to read all the comments but I only answer doubts.

In the first versions of the combat system, the stats will be the same for everyone and can not be improved. When the combat is polished we will connect the database and enable the improvement of the stats. The event will be known as the release of persistent world, world closed to the outside, you can not leave the walls of the capital, will be large and constantly developing. We will do the exterior in 2019, counties, forests, mines, quarries, roads, rivers.

Every time you die you will appear with a new character with new stats. In principle will be fixed stats for the newcomers and the reborn. You will not start at "level 1." Then there is the possibility that it may vary if you are male or female, fat or thin, muscled or not. And if the game receives a lot of support, you can have a family in game, as progenitor you will be able to train your children (they will not be controllable until you die, but you can take them to war and fight by your side). If you do not have a ingame family, you can create an heir.

In public this right now is smoke, in private I'm excited. I thought it would be much harder to do the animations, they are cool. It will cost more to make two-handed weapons and polearm animations.

This week I will finish the first version of the combat system, one-handed weapons, attacks and defenses, with shield and without it. IK foot placement system. I will try to have a multiplayer version and EU server ready although I can not promise anything.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Kadeth on February 05, 2018, 01:12:21 am
you've come to the worst possible place to share your ideas brother
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Xant on February 05, 2018, 02:22:48 pm
So the plan is to make OKAM's persistent world, a goal that was far too ambitious for chadz's team when backed by a sponsor, with only two developers with no game dev experience. Where can I throw my money at?
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Gurnisson on February 05, 2018, 02:26:28 pm
Good luck! You're gonna need it  :wink:
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: belda on February 05, 2018, 03:38:06 pm
So the plan is to make OKAM's persistent world, a goal that was far too ambitious for chadz's team when backed by a sponsor, with only two developers with no game dev experience. Where can I throw my money at?

In okam you "could" build a village, a castle or a city. Not here. Here you can maintain a building already designed by the developers, being able to make small improvements.

That okam system was very complex and takes a long time to be perfect.

Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Leshma on February 06, 2018, 12:32:50 am
you've come to the worst possible place to share your ideas brother

Also the place with worst possible ideas. Which never materialize and in one in a million chance they do start taking shape it is better they never hatch.
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Porthos on April 06, 2022, 12:34:55 pm
Release date when?
Title: Re: Unnamed project for 2018 aka The medieval game
Post by: Lord_Carlos on April 13, 2022, 12:04:05 pm
Release date when?

the deve ran