Post by Saturn on Sept 18, 2016 6:09:49 GMT
Castles in the Sky is currently being developed, so info all on this page may not be up to date.
Release Date
The game should be released for open beta by early 2017.
The Goal
The ultimate goal is to create an action MMORPG with fast paced PvPvE for Android. For now the game will be developed for PC with the eventual expectation of also porting it to Android.
The majority of the early release game will take place on a single Multiplayer Battle Arena with Castles, Resource nodes, and purchasable team-wide upgrades and units/structures.
I want tons of units on-screen at once going at it, physics based rocks flying through the air taking people out, as much chaos as mobile can handle.
A complete Leveling and Equipment system that allows players to improve their characters with each match, keeping them coming back for more, just like an MMO.
The Basics
The game's primary focus is on 1v1v1v1 Kingdom vs Kingdom PvP.
4 Castles, 4 Teams. Last castle standing wins.
Each team slowly trains AI controlled characters, which can be ordered to follow players or attack/defend a point.
Killing opposing AI units yields EXP and Loot which IS kept after a match ends.
Resource nodes are spread throughout the Arena which can be captured to give the team an income towards Gold, Wood, Iron, Leather or Food.
These resources can be used to improve the AI unit trainies, purchase siege equipment, repair castle gates, etc.
These resources and upgrades are NOT carried over from one match to another.
There is heavy emphasis on Equipment as well as levels and stats that players keep after a match ends. Enemy AI has a chance to give equipment or gold when killed, and like most games you gain EXP from defeating enemies. (more for beating someone stronger than you.)
The game's graphics are done in Voxels similar to minecraft. I wanted as many units on the screen as possible, and with phones having low specs, that means the graphics are never going to be extremely good. (I actually intended to have much better graphics but had to back them off to support older devices.)
Optimization has been at the forefront of this project thus far. With current optimization, running the game on a Samsung Galaxy S4 allows for hundreds of units running around on medium settings. Higher settings are available for newer devices.
The camera is 3rd person, and it uses a 2 analog stick control setup with the right analog stick also being the attack button.
This setup means you can aim and shoot at other players with a bow and have the freedom to aim up if they are on walls and down if you're on a wall.
One of the biggest hurdles has been making an action game playable on a touch screen. It should be compatible with mobile USB controllers.
Dying isn't harshly punished. If you fall off the platform or get slain by another player or AI you can respawn at your team's teleporter in a few seconds without losing anything.
While the game's primary component is the Arena, it will also have a PvE section, as well as a Player Private Island system that lets you decorate your own floating island, and players will be able to purchase an Airship to traverse the PvE islands mid to late game. Airship dogfighting is a possibility with the Unity Engine.
How does the multiplayer work?
Like all MMOs, players will connect to a central Server that manages position, damage, etc. (nothing is handled client side to prevent cheating.)
Players can register an account from the main menu, login, and create up to three characters on one account. (and creating additional accounts will be allowed and not email locked.)
At this time it is unknown what kind of playercount one server will be able to support, but once one server is full another will be opened.
I'm thinking of keeping servers separate, which means any characters on one server will not exist on a different server, giving new people a chance to start fresh when a new server is opened.
The PvP team based combat means you'll be fighting against other players as well as AI units on opposing teams.
Players start out in a central marketplace that will be the gathering point of the game. The chat system and trading/selling/buying between players is already finished.
Equipment
A picture says a thousand words when it comes to equipment.
The gear system will be one of the larger aspects of the game.
Check out the Equipment System thread for more info about it.
Levels and Stats
Characters will gain EXP and Levels by defeating enemies. Gaining levels will allow you to equip better Equipment and gain stats.
You will also be able to gain stats from eating semi-rare food items. There will be a cap on how many stat points you can have.
Unspent point can be spent on whichever attribute you see fit.
Attributes:
Strength (Attack)
Agility (Move Speed, Attack Speed)
Vitality (HP)
Toughness(Defense)
Spirit(Magic/Skill power, Energy Pool)
Re-allotting stat points will be somewhat affordable but not something you'd want to do after every game.
How it will make money
Being an android game, I don't see a way of avoiding the typical micro transaction system and paying to host several servers. In my experience Ads just don't pay the bills.
So here's the plan: 100% free for all, AD Free for all, no completely overpowered micro transaction rewards.
Screenshots
The Map
Older
Near Final
Login screen
Atop a Tower
Trade and Shop Windows
Full mythril with scythe + weapon trail
Development
The game is built with Unity Engine and code is written in C#. All assets are generated with Magicka Voxel and Autodesk Maya for animations. Photoshop for icons.
Development is coming along nicely, as this project was started in August, 2016 and many core features are done or nearly done.
I'm currently developing the game by myself in my spare time. I've created almost every asset (except for audio) and written nearly every line of code myself starting nearly from scratch with a basic networking asset.
Most of the core development is nearly finished and what's left is a TON of grind work. Creating tons of Enemies, Islands, Skills, Items, etc. It's getting close to where I'm going to need people to test with me and see where problems lie.
When it's fully playable with the minimum features needed to be fun I'll release it as Free To Play and plan on doing many large updates adding tons of content each time, probably for years.
I'm accepting any offers if people want to help out in any way.
Suggestions are also welcome.
What is done:
SQL database storing players info, equipment
Account creation
Multiplayer working, multiple characters running around together and chatting
Movement, attacking, shooting arrows, targets dying and respawning
players being sent to guild hall after a match ends and being able to enter when a new one starts
Jumping
AI deciding which castle to attack and moving to the target
Inventory and equipment system with stats loading properly from character and equipment
Quality, plus, gems, etc increasing stats properly
upgrade system for Forge Stones, Catalysts, Plus Crystals working
Map done enough to be usable
players being able to open castle gates belonging to their team
AI respawn system half finished
AI Archer animations done
openable and destroyable castle gates
Skill effects
resource nodes for income
trading items between 2 players
Player Shops
Basic PvE area
Airship transport
NPC shop
Lots, lots more...
Reddit Page
If you use reddit please upvote the page so people can find it!
https://www.reddit.com/r/gaming/comments/58frmg/a_thirdperson_action_pvpve_voxel_boxy_mmorpg_for/
Release Date
The game should be released for open beta by early 2017.
The Goal
The ultimate goal is to create an action MMORPG with fast paced PvPvE for Android. For now the game will be developed for PC with the eventual expectation of also porting it to Android.
The majority of the early release game will take place on a single Multiplayer Battle Arena with Castles, Resource nodes, and purchasable team-wide upgrades and units/structures.
I want tons of units on-screen at once going at it, physics based rocks flying through the air taking people out, as much chaos as mobile can handle.
A complete Leveling and Equipment system that allows players to improve their characters with each match, keeping them coming back for more, just like an MMO.
The Basics
The game's primary focus is on 1v1v1v1 Kingdom vs Kingdom PvP.
4 Castles, 4 Teams. Last castle standing wins.
Each team slowly trains AI controlled characters, which can be ordered to follow players or attack/defend a point.
Killing opposing AI units yields EXP and Loot which IS kept after a match ends.
Resource nodes are spread throughout the Arena which can be captured to give the team an income towards Gold, Wood, Iron, Leather or Food.
These resources can be used to improve the AI unit trainies, purchase siege equipment, repair castle gates, etc.
These resources and upgrades are NOT carried over from one match to another.
There is heavy emphasis on Equipment as well as levels and stats that players keep after a match ends. Enemy AI has a chance to give equipment or gold when killed, and like most games you gain EXP from defeating enemies. (more for beating someone stronger than you.)
The game's graphics are done in Voxels similar to minecraft. I wanted as many units on the screen as possible, and with phones having low specs, that means the graphics are never going to be extremely good. (I actually intended to have much better graphics but had to back them off to support older devices.)
Optimization has been at the forefront of this project thus far. With current optimization, running the game on a Samsung Galaxy S4 allows for hundreds of units running around on medium settings. Higher settings are available for newer devices.
The camera is 3rd person, and it uses a 2 analog stick control setup with the right analog stick also being the attack button.
This setup means you can aim and shoot at other players with a bow and have the freedom to aim up if they are on walls and down if you're on a wall.
One of the biggest hurdles has been making an action game playable on a touch screen. It should be compatible with mobile USB controllers.
Dying isn't harshly punished. If you fall off the platform or get slain by another player or AI you can respawn at your team's teleporter in a few seconds without losing anything.
While the game's primary component is the Arena, it will also have a PvE section, as well as a Player Private Island system that lets you decorate your own floating island, and players will be able to purchase an Airship to traverse the PvE islands mid to late game. Airship dogfighting is a possibility with the Unity Engine.
How does the multiplayer work?
Like all MMOs, players will connect to a central Server that manages position, damage, etc. (nothing is handled client side to prevent cheating.)
Players can register an account from the main menu, login, and create up to three characters on one account. (and creating additional accounts will be allowed and not email locked.)
At this time it is unknown what kind of playercount one server will be able to support, but once one server is full another will be opened.
I'm thinking of keeping servers separate, which means any characters on one server will not exist on a different server, giving new people a chance to start fresh when a new server is opened.
The PvP team based combat means you'll be fighting against other players as well as AI units on opposing teams.
Players start out in a central marketplace that will be the gathering point of the game. The chat system and trading/selling/buying between players is already finished.
Equipment
A picture says a thousand words when it comes to equipment.
The gear system will be one of the larger aspects of the game.
Check out the Equipment System thread for more info about it.
Levels and Stats
Characters will gain EXP and Levels by defeating enemies. Gaining levels will allow you to equip better Equipment and gain stats.
You will also be able to gain stats from eating semi-rare food items. There will be a cap on how many stat points you can have.
Unspent point can be spent on whichever attribute you see fit.
Attributes:
Strength (Attack)
Agility (Move Speed, Attack Speed)
Vitality (HP)
Toughness(Defense)
Spirit(Magic/Skill power, Energy Pool)
Re-allotting stat points will be somewhat affordable but not something you'd want to do after every game.
How it will make money
Being an android game, I don't see a way of avoiding the typical micro transaction system and paying to host several servers. In my experience Ads just don't pay the bills.
So here's the plan: 100% free for all, AD Free for all, no completely overpowered micro transaction rewards.
Screenshots
The Map
Older
Near Final
Login screen
Atop a Tower
Trade and Shop Windows
Full mythril with scythe + weapon trail
Development
The game is built with Unity Engine and code is written in C#. All assets are generated with Magicka Voxel and Autodesk Maya for animations. Photoshop for icons.
Development is coming along nicely, as this project was started in August, 2016 and many core features are done or nearly done.
I'm currently developing the game by myself in my spare time. I've created almost every asset (except for audio) and written nearly every line of code myself starting nearly from scratch with a basic networking asset.
Most of the core development is nearly finished and what's left is a TON of grind work. Creating tons of Enemies, Islands, Skills, Items, etc. It's getting close to where I'm going to need people to test with me and see where problems lie.
When it's fully playable with the minimum features needed to be fun I'll release it as Free To Play and plan on doing many large updates adding tons of content each time, probably for years.
I'm accepting any offers if people want to help out in any way.
Suggestions are also welcome.
What is done:
SQL database storing players info, equipment
Account creation
Multiplayer working, multiple characters running around together and chatting
Movement, attacking, shooting arrows, targets dying and respawning
players being sent to guild hall after a match ends and being able to enter when a new one starts
Jumping
AI deciding which castle to attack and moving to the target
Inventory and equipment system with stats loading properly from character and equipment
Quality, plus, gems, etc increasing stats properly
upgrade system for Forge Stones, Catalysts, Plus Crystals working
Map done enough to be usable
players being able to open castle gates belonging to their team
AI respawn system half finished
AI Archer animations done
openable and destroyable castle gates
Skill effects
resource nodes for income
trading items between 2 players
Player Shops
Basic PvE area
Airship transport
NPC shop
Lots, lots more...
Reddit Page
If you use reddit please upvote the page so people can find it!
https://www.reddit.com/r/gaming/comments/58frmg/a_thirdperson_action_pvpve_voxel_boxy_mmorpg_for/