View Full Version : The KoT to start work on building an MMO of their own! Investment opportunities!
Nifield
05-02-2016, 09:55 PM
OK so this is now happening again and I moved it to a new thread. Working together with Sangdraxus, and two programmers, one being a university professor with his masters in game design. The team is located in Costa Rica, and right now we are looking to fund one of the programmers at $2000/month to be dedicated to this project going forward on a full time basis. What I'm looking for is contributions on a monthly basis, anything will help. I myself will be funding about $500/month.
The plan right now is to build a small arena like game similar to chivalry, that will be expandable to an mmo with open world free for all pvp, with monsters and quests etc. This game will be opposite to the way most games are developed as pvp will not be an after thought, but instead built on pvp and class balancing. The game will be free for all loot, with alternative advancement skill and Stat progression from pvp points. It will also be a hybrid when it comes to leveling, based on experience points and leveling for stats like strength and dex, but skill progression based on how much you use a skill for stuff like melee combat, spellcasting and archery.
The plan is to make a small arena based game to start with a single monster camp outside the arena, the games graphics will be of the highest level, and fighting mechanics and player vs player combat at the core of it. Once we have this we will be taking it to the masses for crowd funding to go further.
We will also be taking separate aspects from previous games we have played and using them in our game, to include the best of the best. We will also be learning from previous games negative points and addressing them in the creation so we do not make the same mistakes causing players to quit.
If you believe in this vision, and would like to get involved in not only the creation process, but the financial side having equity shares in this, please contact me via pm and help me create the future for a game KoT can be proud of.
Nifield
05-03-2016, 09:14 PM
so far quite a bit of people stepping forward to fund this project, but we still need more, even if you can only afford $10 or $20 a month, it will help get this project off the ground. thanks to all that have already stepped up.
Nifield
05-03-2016, 10:06 PM
A game that comes to mind is HALO.
The genre is saturated and relies on in game purchases.
A full outline of what the game will be:
1. Game name and ideas -
No Name yet. Camelot360 for the purpose of this post
2. Game Overview
Camelot360 is the only massively-multiplayer online game with a hybrid progression system that allows players to progress with a leveling system (to train hitpoints/spellpoints and character core stats like strength and dex), a skill system (to train individual skills by using them) and a player vs player system (with unique class specific pvp related abilities). Built with PVP at the forefront, a rock, paper scissors combat mechanic is the cornerstone of this game allowing for pefectly balanced player vs player combat between classes. Play as a healer, a mage, a warrior or an archer, and explore a vast world where infamy and glory await. Become the hero or the villain in your adventure as you forge alliances and traverse your way through the world of camelot360.
2.1. Game Concept
The concept will be a medieval fantasy based pvp/rpg game that will include many different progression layers, with some soft caps such as time (or age) of a character, to ensure players have time to enjoy the game at all levels, and don't just rush through to be the first to max levels. Pvp will be at the forefront of the game, and will be encouraged both in arenas and open world, with rewards being obtained in the form of PVP points, Full Loot, and Land/City resources. Players at all progression states will be able to compete, as levels, and gear will not automatically grant a win. Skill, as well as luck with random critical hits can play a devastating role in this game of chance.
2.2. MMO, PVP, FANTASY, RPG
2.3. Target Audience: the evolving MMO crowd, where arena based pvp is just not good enough
2.4. Game Flow Summary : Leveling, keep a player interested - As mentioned above, many different paths of progression, soft caps to slow progression and encourage power gamers to stop and look around, level scaling to encourage friends groups to stick together and not have to split up or solo, large scale long lasting alternate advancement paths that would take too long just to sit and grind, but instead enjoy the benefit of them while playing long term.
2.5. Look and Feel – Realistic top notch graphics, some of the best character models and realistic world graphics of any game to date.
3. Gameplay and Mechanics - Hybrid combat mechanics with stat/skill based damage and swing speeds, but real time swings/blocks/parries and ripostes. Full collision, and realistic movement speeds.
I will try to answer more of these tomorrow.
3.1. Gameplay
3.1.1. Game Progression: Auto lv”x”?
3.1.2. Mission/challenge Structure
3.1.3. Puzzles; if so what
3.1.4. Comedy
3.1.5. Objectives
3.2. Mechanics
3.2.1. Physics
3.2.2. Movement in the game
3.2.3. Objects – how to pick them up and move them
3.2.4. Actions, including whatever switches and buttons are used, interacting with objects, and what means of communication are used
3.2.5. Combat – Castles, homes, forts, space?
3.2.6. Economy – where money can be made?
3.2.7. Leeches, protect against or welcome
3.3. Game Options ?what are they?
3.4. Replaying and Saving
3.5. Cheats and Easter Eggs and … COMEDY
4. Story, Setting and Character
4.1. Story many people like pve; do we add something for them?
4.2. Game World
4.2.1. Areas, including the general description and physical characteristics as well as how it relates to the rest of the world (what levels use it, how it connects to other areas)
4.2.2. Characters. Each character should include the back story, personality, appearance, animations, abilities, relevance to the story and relationship to other characters
5. Levels
5.1. Levels: what happens.
5.2. Training Level
6. Interface
6.1. HUD/s
6.2. What menus are you displaying?
6.3. What is the camera model?
6.4. Control System – How does the game player control the game? What are the specific commands?
6.5. Audio, music, sound effects
6.6. Help System
7. Artificial Intelligence
7.1. Opponent and Enemy AI
7.2. Non-combat and Friendly Characters
7.3. Player and Collision Detection, Pathfinding
8. Technical
8.1. Target Hardware
8.2. Development hardware and software, including Game Engine
8.3. Network requirements
9. Game Art
10. Like every game, it relies upon the community. What drove us away from other games? Kinda like a girl… Her toenails weren’t trimmed, her hair didn’t look right…
11. Business plan
To reduce costs, the above should be addressed in full. We should have weekly meetings and a minimum 6w critical review. The critical review will go over progress; per the business plan. Should the review fail, the project will die.
If we’ve a full-time programmer, then we’d better have a full time program manager; who the programmer can call with questions/direction.
Without a plan, the project will take x10 longer to complete and go over budget.
For me to contribute funds, I will need to see the above.
One programmer, full time could generate a small world. Who’s making the characters, the artwork, the mechanics? … it will take 1 programmer a long time; even longer if he’s no direction.
ILIAD
05-04-2016, 04:10 PM
I do enjoy the bedevil age.
I have thought of a nice critical hit calculation that would be quickly calculated and very difficult to reproduce.
---Interlocking a simple damage equation to the various damage types will take a long time; and this is relatively simple
---It will take much more than 1 programmer to complete a game within 2 or 3 years; unless a game is copied and modified
me... I was happy with shadowbane; as antiquated as it was.... Many people find one thing wrong and/or have a short attention span and quit. Many people dont like pvp and many people dont like pve. Excuses are boundless because people are people.
I would suggest obtaining a game and modifying it; because much of the organization exists.
All that being said, I am prepared to invest per the framework: At this time the framework suggest a small amount of funding would be warranted.
Nifield
05-04-2016, 08:50 PM
---It will take much more than 1 programmer to complete a game within 2 or 3 years; unless a game is copied and modified
As i said, we are just aiming for a very small scale proof of concept with this run of funding and with the one programmer being guided by the professor with the masters in game design. Once we have the proof of concept we will create the website, and start generating hype with news letters, monthly updates, and all of the other tools people use to generate interest. Once we have a decent following we will be launching a kickstarter campaign to gain the funding needed to really put this idea into play.
Nifield
05-04-2016, 09:57 PM
A game that comes to mind is HALO.
The genre is saturated and relies on in game purchases.
A full outline of what the game will be:
1. Game name and ideas
2. Game Overview
2.1. Game Concept
2.2. MMO, pvp, space, planets, knights
2.3. Target Audience: Not just us
2.4. Game Flow Summary : Leveling, keep a player interested
2.5. Look and Feel – What is the basic look and feel of the game? What is the visual style?
3. Gameplay and Mechanics
3.1. Gameplay Gameplay will be similiar to chivalry with the way a character moves and fights, controls will be based on the usual wsad with full customization for players that like a specific setup. First person view, third person view, and VR view will all be available.
3.1.1. Game Progression:
Progression will come in many forms, including those i have already listed above, and further to those, Guild levels, "Artifact" type items that will have levels and special effects, City building including a system that would require just as much effort to destroy a city as it takes to build one. Top guild, top players, top classes lists for all aspects of the game recognizing individuals and guilds for progression on a daily, weekly and monthly basis. These top lists will be available to users through a website similiar to how the camelot herald once worked, as well as in game. Quest based progression will also have much more depth and meaning in camelot360.
3.1.2. Mission/challenge Structure
Quests will have more depth, and unique features to them, some uniquely generated "rare" quests will allow for custom rewards such as player named weapons and items. We will also offer player generated quests for gathering, crafting, and even PVP bounties.
3.1.3. Puzzles;
Most quests will include puzzles that you actually have to interact with something in the game to figure out, or answer riddles that make you think to figure out. We will also incorporate jump puzzles similiar to guild wars 2, and other maze types among many others.
3.1.4. Comedy
Comedy in the form of silly emotes, and strange and unusual armor. Open to other suggestions here.
3.1.5. Objectives
Objectives will include personal/guild and group objectives not limited to boss monster quests, but also interactive objectives such as Relic items that you can claim and post in your guild city/keep to gain bonuses while holding said relic. Personal totem type relics will also be available, giving a single player great power, but putting a large target on his or her head during regular gameplay. Rewards through pvp bounties and other unique contests will also be available.
3.2. Mechanics
I covered a little bit of mechanics above with regards to combat and movement, but this game will also include siege warfare, ship combat, mounted combat, and large scale 1000+ player battles, and these will be areas where we spend an enormous amount of time, to ensure a flawless and realistic player experience.
3.2.1. Physics
Projectiles will have realistic physics attached to them, and physics will be applied in every situation to improve realism in the game, and create more of an immersive atmosphere.
3.2.2. Movement in the game
Movement to be as realistic as possible, with some tweaks to reflexes and how a character reacts to unrealistic control, based on their stats such as agility and dex. For instance if a character is running in one direction, he will not be able to change to the opposite direction immediately without some kind of consequence or chance to trip and fall, which would be based on stats as well as luck.
3.2.3. Objects – how to pick them up and move them
Objects will be picked up one by one, corpses will eventually rot and decay leaving anything in them on the ground for a time, after a time the items on the ground will become partially hidden, and after a time more, items will become hidden from sight. Players will have the ability to search areas to uncover items, or in some circumstances hide items to pickup at a later more convenient time.
3.2.4. Actions, including whatever switches and buttons are used, interacting with objects, and what means of communication are used
Interacting with quest based puzzles and riddles may include open/close/push/pull/turn/search for clues or exits, this will be done with an interact tool bar that will allow you to chose the interaction and then click on an item on your screen. Basic chat channels such as say/whisper/guild/group/global will all be used, with overhead chat having the ability to be directed by clicking on the person you wish to interact with.
3.2.5. Combat – Castles, homes, forts, space?
3.2.6. Economy – where money can be made?
3.2.7. Leeches, protect against or welcome
3.3. Game Options ?what are they?
3.4. Replaying and Saving
3.5. Cheats and Easter Eggs and … COMEDY
4. Story, Setting and Character
4.1. Story many people like pve; do we add something for them?
4.2. Game World
4.2.1. Areas, including the general description and physical characteristics as well as how it relates to the rest of the world (what levels use it, how it connects to other areas)
4.2.2. Characters. Each character should include the back story, personality, appearance, animations, abilities, relevance to the story and relationship to other characters
5. Levels
5.1. Levels: what happens.
5.2. Training Level
6. Interface
6.1. HUD/s
6.2. What menus are you displaying?
6.3. What is the camera model?
6.4. Control System – How does the game player control the game? What are the specific commands?
6.5. Audio, music, sound effects
6.6. Help System
7. Artificial Intelligence
7.1. Opponent and Enemy AI
7.2. Non-combat and Friendly Characters
7.3. Player and Collision Detection, Pathfinding
8. Technical
8.1. Target Hardware
8.2. Development hardware and software, including Game Engine
8.3. Network requirements
9. Game Art
10. Like every game, it relies upon the community. What drove us away from other games? Kinda like a girl… Her toenails weren’t trimmed, her hair didn’t look right…
11. Business plan
To reduce costs, the above should be addressed in full. We should have weekly meetings and a minimum 6w critical review. The critical review will go over progress; per the business plan. Should the review fail, the project will die.
If we’ve a full-time programmer, then we’d better have a full time program manager; who the programmer can call with questions/direction.
Without a plan, the project will take x10 longer to complete and go over budget.
For me to contribute funds, I will need to see the above.
One programmer, full time could generate a small world. Who’s making the characters, the artwork, the mechanics? … it will take 1 programmer a long time; even longer if he’s no direction.
More to come tomorrow.
Nifield
05-05-2016, 10:25 PM
A game that comes to mind is HALO.
The genre is saturated and relies on in game purchases.
A full outline of what the game will be:
1. Game name and ideas
2. Game Overview
2.1. Game Concept
2.2. MMO, pvp, space, planets, knights
2.3. Target Audience: Not just us
2.4. Game Flow Summary : Leveling, keep a player interested
2.5. Look and Feel – What is the basic look and feel of the game? What is the visual style?
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression: Auto lv”x”?
3.1.2. Mission/challenge Structure
3.1.3. Puzzles; if so what
3.1.4. Comedy
3.1.5. Objectives
3.2. Mechanics
3.2.1. Physics
3.2.2. Movement in the game
3.2.3. Objects – how to pick them up and move them
3.2.4. Actions, including whatever switches and buttons are used, interacting with objects, and what means of communication are used
3.2.5. Combat – Castles, homes, forts, space?
Player cities will include keeps, crafting structures, training facilities, and even areas for individual player homes.
3.2.6. Economy – where money can be made?
Money will be made by killing monsters, killing players and selling their gear, harvesting, crafting, questing, and retrieving player bounties among other things.
3.2.7. Leeches, protect against or welcome
When a player tries to jump in on a fight, or loot a corpse that is not his, he/she takes the risk of offending the original combatant and having them attack or kill him/her.
3.3. Game Options ?what are they?
Options will include audio/video/keyboard and mouse control/screen customization menus among others.
3.4. Replaying and Saving
I'll need clarification on what you mean by this.
3.5. Cheats and Easter Eggs and … COMEDY
Cheats will be dealt with aggressively with a NO TOLERANCE policy, users exploiting bugs will have accounts immediately terminated, and in some cases entire guilds will serve penalties for this type of behaviour. This is the single most devastating thing that can happen to a game, if cheating goes unpunished, honest players quit because of it, our goal will be to reward players for turning in cheaters, or bug abusers. Easter eggs will also be included in our game, random treasure boxes, random boss mobs, and other unique happenings will be a regular occurrence.
4. Story, Setting and Character
Back story for each class will be fully ingrained in the players quest lines and starting areas.
4.1. Story many people like pve; do we add something for them?
There will be class story quests, sub storyline quests, and even easter egg unique storylines that will offer something for everyone and encourage exploration.
4.2. Game World
The game world will be made up of many seamless zones, including some of the most intricate and well designed dungeons of any game ever released.
4.2.1. Areas, including the general description and physical characteristics as well as how it relates to the rest of the world (what levels use it, how it connects to other areas)
All areas will be seamlessly connected to each other, and have something for a range of levels and skill sets, this game will not be a linear treadmill of daisy chaining from one zone to the next gradually getting more difficult, it will encourage the use of all zones in the game, even when the majority of players are max level.
4.2.2. Characters. Each character should include the back story, personality, appearance, animations, abilities, relevance to the story and relationship to other characters
Characters will have plenty of customization to begin with, including races that will include racial abilities.
5. Levels
5.1. Levels: what happens.
5.2. Training Level
6. Interface
6.1. HUD/s
6.2. What menus are you displaying?
6.3. What is the camera model?
6.4. Control System – How does the game player control the game? What are the specific commands?
6.5. Audio, music, sound effects
6.6. Help System
7. Artificial Intelligence
7.1. Opponent and Enemy AI
7.2. Non-combat and Friendly Characters
7.3. Player and Collision Detection, Pathfinding
8. Technical
8.1. Target Hardware
8.2. Development hardware and software, including Game Engine
8.3. Network requirements
9. Game Art
10. Like every game, it relies upon the community. What drove us away from other games? Kinda like a girl… Her toenails weren’t trimmed, her hair didn’t look right…
11. Business plan
To reduce costs, the above should be addressed in full. We should have weekly meetings and a minimum 6w critical review. The critical review will go over progress; per the business plan. Should the review fail, the project will die.
If we’ve a full-time programmer, then we’d better have a full time program manager; who the programmer can call with questions/direction.
Without a plan, the project will take x10 longer to complete and go over budget.
For me to contribute funds, I will need to see the above.
One programmer, full time could generate a small world. Who’s making the characters, the artwork, the mechanics? … it will take 1 programmer a long time; even longer if he’s no direction.
More to come tomorrow, if anyone would like to contribute any ideas or information based off this list or anything else, feel free to PM me, as the more information we have, the better the plan we can put together.
Again, i must stress that the more people we have contributing financially to this cause on a monthly basis, the faster we will be able to bring it into fruition. I have over $1000/month of committed guild member contributions to date, and would like to encourage more of you to step up, even if it is only a small amount, every bit counts. I will be setting up monthly billing transactions for this through paypal in the coming weeks, but as of right now I am just trying to get an idea of what kind of contributions we can expect. thanks to all of you that have already reached out and made your intent known.
Goraden
05-06-2016, 10:23 PM
Hey Nif ill be in contact with you over this, looking at a possible promotion at work and if that happens ill have some stuff I can set aside, if not I still can contribute. Want to see this take flight.
Nifield
05-06-2016, 11:05 PM
A game that comes to mind is HALO.
The genre is saturated and relies on in game purchases.
A full outline of what the game will be:
1. Game name and ideas
2. Game Overview
2.1. Game Concept
2.2. MMO, pvp, space, planets, knights
2.3. Target Audience: Not just us
2.4. Game Flow Summary : Leveling, keep a player interested
2.5. Look and Feel – What is the basic look and feel of the game? What is the visual style?
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression: Auto lv”x”?
3.1.2. Mission/challenge Structure
3.1.3. Puzzles; if so what
3.1.4. Comedy
3.1.5. Objectives
3.2. Mechanics
3.2.1. Physics
3.2.2. Movement in the game
3.2.3. Objects – how to pick them up and move them
3.2.4. Actions, including whatever switches and buttons are used, interacting with objects, and what means of communication are used
3.2.5. Combat – Castles, homes, forts, space?
3.2.6. Economy – where money can be made?
3.2.7. Leeches, protect against or welcome
3.3. Game Options ?what are they?
3.4. Replaying and Saving
3.5. Cheats and Easter Eggs and … COMEDY
4. Story, Setting and Character
4.1. Story many people like pve; do we add something for them?
4.2. Game World
4.2.1. Areas, including the general description and physical characteristics as well as how it relates to the rest of the world (what levels use it, how it connects to other areas)
4.2.2. Characters. Each character should include the back story, personality, appearance, animations, abilities, relevance to the story and relationship to other characters
5. Levels
The leveling system as previously mentioned will be a hybrid system with levels 1-50, and character aged restrictions on how fast you can develop, for instance, players may only be able to level from 1 to 10 in the first 2 weeks real time of a characters life. After reaching level 10 in the first 2 weeks the character will be unable to receive anymore experience points towards player levels until his character reaches a particular age (2 weeks old in real time, in this example) this forces players with lots of time to play, to do other things besides rush to end game, such as explore the crafting system, explore the harvesting and questing systems, explore pvp battles and pvp leveling system etc etc.
PVP levels will also be available, with no caps, starting low and gradually getting into very high experience tables, making it nearly impossible to max characters out even after years of play.
Special item levels - The ability to level up some specific quest weapons and armor that will then gain extra bonuses or specialty use functionalities.
5.1. Levels: what happens.
The leveling system will randomly role to increase a players hitpoints, spellpoints, and will give the player the ability to train core character stats like dexterity, agility, strength, luck, wisdom, intelligence, constitution. Some of these core stats will affect other stats and skills, but you will not have any chance to train any skills when attaining levels.
PVP levels will have an entire different meaning, as they will be used solely as an avenue to access a class specific PVP skill pool, which won't be a tree, but a large group of PVP focused skills that one can select in any combination or order.
5.1.1 skills
Skills will be acquired by finding scrolls, randomly bumping into NPCs that offer to teach you, or picking up an item and starting to use it. Skills will only get better from the use of them, and will not be macroable. Soft caps on skills will also be in place based on character age and development. Buying training from NPCs can speed the process of skilling for a time.
5.2. Training Level
As noted above, training from NPC's can speed the process of gaining skill in a certain specific area for a time, but it will only last a short time before you will be required to spend more gold for more training. There will also be caps on the amount you can train over periods of times and how many times with each skill.
6. Interface
The interface will be similiar to most MMO's these days with hotbars, a mini map, a paper doll, inventory pack, compass etc etc.
6.1. HUD/s
Carrying on from the above, Health bar, experience bar, pvp bar etc etc.
6.2. What menus are you displaying?
6.3. What is the camera model?
6.4. Control System – How does the game player control the game? What are the specific commands?
6.5. Audio, music, sound effects
6.6. Help System
7. Artificial Intelligence
7.1. Opponent and Enemy AI
7.2. Non-combat and Friendly Characters
7.3. Player and Collision Detection, Pathfinding
8. Technical
8.1. Target Hardware
8.2. Development hardware and software, including Game Engine
8.3. Network requirements
9. Game Art
10. Like every game, it relies upon the community. What drove us away from other games? Kinda like a girl… Her toenails weren’t trimmed, her hair didn’t look right…
11. Business plan
To reduce costs, the above should be addressed in full. We should have weekly meetings and a minimum 6w critical review. The critical review will go over progress; per the business plan. Should the review fail, the project will die.
If we’ve a full-time programmer, then we’d better have a full time program manager; who the programmer can call with questions/direction.
Without a plan, the project will take x10 longer to complete and go over budget.
For me to contribute funds, I will need to see the above.
One programmer, full time could generate a small world. Who’s making the characters, the artwork, the mechanics? … it will take 1 programmer a long time; even longer if he’s no direction.
I will try to address more again tomorrow.
Nifield
05-06-2016, 11:06 PM
Hey Nif ill be in contact with you over this, looking at a possible promotion at work and if that happens ill have some stuff I can set aside, if not I still can contribute. Want to see this take flight.
good stuff. the more people we have onboard contributing the easier it will be to shoulder and get off the ground. Please share with anyone you know that might be interested.
Nifield
05-07-2016, 02:32 PM
A game that comes to mind is HALO.
The genre is saturated and relies on in game purchases.
A full outline of what the game will be:
1. Game name and ideas
2. Game Overview
2.1. Game Concept
2.2. MMO, pvp, space, planets, knights
2.3. Target Audience: Not just us
2.4. Game Flow Summary : Leveling, keep a player interested
2.5. Look and Feel – What is the basic look and feel of the game? What is the visual style?
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression: Auto lv”x”?
3.1.2. Mission/challenge Structure
3.1.3. Puzzles; if so what
3.1.4. Comedy
3.1.5. Objectives
3.2. Mechanics
3.2.1. Physics
3.2.2. Movement in the game
3.2.3. Objects – how to pick them up and move them
3.2.4. Actions, including whatever switches and buttons are used, interacting with objects, and what means of communication are used
3.2.5. Combat – Castles, homes, forts, space?
3.2.6. Economy – where money can be made?
3.2.7. Leeches, protect against or welcome
3.3. Game Options ?what are they?
3.4. Replaying and Saving
3.5. Cheats and Easter Eggs and … COMEDY
4. Story, Setting and Character
4.1. Story many people like pve; do we add something for them?
4.2. Game World
4.2.1. Areas, including the general description and physical characteristics as well as how it relates to the rest of the world (what levels use it, how it connects to other areas)
4.2.2. Characters. Each character should include the back story, personality, appearance, animations, abilities, relevance to the story and relationship to other characters
5. Levels
5.1. Levels: what happens.
5.2. Training Level
6. Interface
6.1. HUD/s
6.2. What menus are you displaying?
Paperdoll
Will include the players equipment and weapon slots, and show the primary inventory, additional bags can be opened and will open in a seperate window
Stats
Will show Character name, level, PVP level, Experience points, Character stats, age of character
Skills and Spells
List of skills and spells and the level they are. Can hit the + beside a skill, such as sword to open a sub list of all styles you have trained for that main skill and their levels. icons from here can be dragged to your hot bar.
Group and Friends
Shows members in your current group, also displays friends that are on and offline. Emotes will be a sub button of this page
Guild
Shows guild roster with members on and offline, guild experience points, guild benefits, and upgrades available
Settings
Logout, Return to game, Game options Audio/Video/Controls/general options
Online Store
Allows players to purchase skins for armor they already have, with skins they have created in the past from armor they have collected throughout the game. *some* unique skins will be available for purchase without having the prerequisite of finding them somewhere in the world and skinning them through the online store first.
Report/Help
Ability to report bugs or players abusing bugs or exploiting game mechanics, - this will be heavily encouraged and unique rewards will be available
Also the ability to find help on game mechanics or commands
[/QUOTE]
6.3. What is the camera model?
Camera model will have three options, third person, 1st person, and 1st person VR
[/QUOTE]
6.4. Control System – How does the game player control the game? What are the specific commands?
6.5. Audio, music, sound effects
6.6. Help System
7. Artificial Intelligence
7.1. Opponent and Enemy AI
7.2. Non-combat and Friendly Characters
7.3. Player and Collision Detection, Pathfinding
8. Technical
8.1. Target Hardware
8.2. Development hardware and software, including Game Engine
8.3. Network requirements
9. Game Art
10. Like every game, it relies upon the community. What drove us away from other games? Kinda like a girl… Her toenails weren’t trimmed, her hair didn’t look right…
11. Business plan
To reduce costs, the above should be addressed in full. We should have weekly meetings and a minimum 6w critical review. The critical review will go over progress; per the business plan. Should the review fail, the project will die.
If we’ve a full-time programmer, then we’d better have a full time program manager; who the programmer can call with questions/direction.
Without a plan, the project will take x10 longer to complete and go over budget.
For me to contribute funds, I will need to see the above.
One programmer, full time could generate a small world. Who’s making the characters, the artwork, the mechanics? … it will take 1 programmer a long time; even longer if he’s no direction.
Nifield
05-07-2016, 05:19 PM
A game that comes to mind is HALO.
The genre is saturated and relies on in game purchases.
A full outline of what the game will be:
1. Game name and ideas
2. Game Overview
2.1. Game Concept
2.2. MMO, pvp, space, planets, knights
2.3. Target Audience: Not just us
2.4. Game Flow Summary : Leveling, keep a player interested
2.5. Look and Feel – What is the basic look and feel of the game? What is the visual style?
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression: Auto lv”x”?
3.1.2. Mission/challenge Structure
3.1.3. Puzzles; if so what
3.1.4. Comedy
3.1.5. Objectives
3.2. Mechanics
3.2.1. Physics
3.2.2. Movement in the game
3.2.3. Objects – how to pick them up and move them
3.2.4. Actions, including whatever switches and buttons are used, interacting with objects, and what means of communication are used
3.2.5. Combat – Castles, homes, forts, space?
3.2.6. Economy – where money can be made?
3.2.7. Leeches, protect against or welcome
3.3. Game Options ?what are they?
3.4. Replaying and Saving
3.5. Cheats and Easter Eggs and … COMEDY
4. Story, Setting and Character
An ongoing class specific quest will be available for each character, a new set of quests for this journal to carry along the same story line will be opened at every 5th level achieved.
Seperate storyline Adept/Master/Grandmaster quest lines will be required for progressing over 33/66/99 skill in a primary skill such as sword.
Dyes and guild emblems will be available to customize and affiliate with your character emblems will be crafted onto armor and weapons, and will keep the emblem even when looted by an enemy player, making it possible for enemies to disguise themselves as guildmates from afar.
4.1. Story many people like pve; do we add something for them?
4.2. Game World
4.2.1. Areas, including the general description and physical characteristics as well as how it relates to the rest of the world (what levels use it, how it connects to other areas)
4.2.2. Characters. Each character should include the back story, personality, appearance, animations, abilities, relevance to the story and relationship to other characters
5. Levels
5.1. Levels: what happens.
5.2. Training Level
6. Interface
6.1. HUD/s
6.2. What menus are you displaying?
6.3. What is the camera model?
6.4. Control System – How does the game player control the game? What are the specific commands?
w - forwards
s - backwards
d - turn right
a - turn left
q - strafe left
e - strafe right
c - crouch
space - jump
left mouse - swing or shoot/select/interact
right mouse - mouse look
1-0 - hotbar commands
i - inventory (paperdoll)
r - reply using whisper command to last person who whispered you
m - map
f11 - toggle view
g - pickup item
f7 - target nearest item (not hidden or partially hidden)
f8 - target nearest friend
f9 - target nearest enemy
f - face targetted enemy
shift - sprint
z - parry
x - block
double tap d or a to dodge
numlock - autorun
6.5. Audio, music, sound effects
Audio will be directional so if you cant see fighting, but you can hear it, you will be able to tell what direction it is coming from, and it will be scalable depending on how far you are away. Music will be included with both ambient, and situational sound tracks, sound effects will be of the highest quality.
6.6. Help System
Help system will have tutorial videos, and a help database, we will also have in game support staff to work through issues with players personally.
7. Artificial Intelligence
The AI in camelot360 will be second to none, with monsters being able to run away and call friends, dodge, block, and strafe around while fighting.
7.1. Opponent and Enemy AI
Monsters in large crowds will come together to block you and box you in as a solo player if you try to run through a camp.
7.2. Non-combat and Friendly Characters
Non-combat NPCs will have a usual routine, storekeepers will not be available in the middle of the night. Some unique friendly characters will randomly spawn in random places throughout the world only to give a quest to the first group or player that speaks with them, after this they will walk away and disappear. Some friendly npcs will be attackable, including tax collectors that will in some cases be a very lucrative kill (but very difficult), some guards.
7.3. Player and Collision Detection, Pathfinding
Player and collision detection will be included in camelot360, as noted above, monsters will sometimes take advantage of collision to box a player in. Monster and NPC pathfinding will be direct and efficient.
8. Technical
8.1. Target Hardware
As of right now we are aiming for top of the line graphics and high performance in massive battles of over 1000 players on the screen at a time. This being said, hardware to play the game at top video settings will be up there, but players will be able to enjoy playing the game without a top level computer by adjusting settings.
8.2. Development hardware and software, including Game Engine
currently we are looking at Unreal Engine 4, but are still doing research as to what engine will be capable of handling the type of game we want to create the best, with the highest performance.
8.3. Network requirements
TBD
9. Game Art
Game art will be realistic, and of the highest quality, our game will be aiming for top end graphics and character models, with some architectural wonders that will astonish even the non gamer types.
10. Like every game, it relies upon the community. What drove us away from other games? Kinda like a girl… Her toenails weren’t trimmed, her hair didn’t look right…
This will be something we will be delving into in great lengths, and spending much time on. Without a community, you don't have a profitable game. Opposite to most titles that are released, our game will focus on customer service, keeping our players entertained, and coming out with timely updates that quench the thirst for new content.
11. Business plan
Sangdraxus will be working on a full and in depth business plan for the project. But the general idea will be to create a very small, VERY attractive, and very functional proof of concept, a great website with all aspects of the game addressed in detail, great screenshots, and great video. From there we will start marketing with posts and ads on guild forums, game forums, and anywhere else we feel will be beneficial, to generate hype and create a following. ONce we feel we have a large enough following we will open our website up for beta signups, increasing our following even more by doing so, and then we will launch a kickstarter campaign to generate the resources necessary to build camelot360.
To reduce costs, the above should be addressed in full. We should have weekly meetings and a minimum 6w critical review. The critical review will go over progress; per the business plan. Should the review fail, the project will die.
If we’ve a full-time programmer, then we’d better have a full time program manager; who the programmer can call with questions/direction.
The university professor with the masters in game design will be providing direction and answering any questions the full time programmer has. Sangdraxus will also be doing project management and making sure goals are set, met, and new ones created on a regular basis.
Without a plan, the project will take x10 longer to complete and go over budget.
For me to contribute funds, I will need to see the above.
One programmer, full time could generate a small world. Who’s making the characters, the artwork, the mechanics? … it will take 1 programmer a long time; even longer if he’s no direction.
The one programmer full time will be to create the proof of concept, characters and artwork will be farmed out on an individual basis. Braddoc will be starting to look at working on the mechanics.
I will add to this as time goes by, i encourage anyone and everyone to post any ideas or input they have in this thread as well. the more ideas we have, or questions raised, the better we can be prepared to create a winning world.
And again, please hit me up if you believe in this project and want to be a part of funding it monthly in exchange for shares. even the littlest amount helps.
Nifield
05-08-2016, 04:50 PM
Double post just to keep game ideas and info in this thread
There will be two types of arenas, one that you can just walk into, and any fights in here will result in no gear falling on a corpse. Each player that dies in this type of arena will keep his equipment, and it will be mainly setup for users that would like to practice or test attacks without worrying about losing anything.
Second type of arena will be an instanced based arena, that you will be able to queue in from anywhere in the game. These arenas will have a number of options.
The person that queues for the arena is promted right off the bat whether he/she would like to do a Solo or Group instance. With either selection he/she will be prompted for what type of instance he would like to take part in:
1. Hardcore (free for all loot, winners take anything they want from the corpses, losers receive anything that was left on their body in a box only accessible by them where they respawn) PVP coins will also be on every corpse that dies in the arena, each corpse will have the exact amount of coins as the number of players on his/her team . Groups can set free for all loot, or split, with regards to PVP coins at the beginning of each instance. Players will also gain fame and have statistics tracked and displayed on both a camelot herald type website as well as in game. Players will not gain any PVP points from arena fights, and they will not gain any skills. PVP coins will allow players to buy fancy patterns for armor and weapons, or class specific gruesome finishing moves(kill blow) that can be applied when a player is unconscious to finish them. They can apply these patterns to weapons and armor they already have to change the look of them. These fancy patterns will not have ANY stats and will be 100% cosmetic, when applied they will change the look of an item but keep the same stats as the original.
After selecting hardcore/sport/ladder, you will need to select solo or group. If selecting group, all of your current group will be prompted to accept a hardcore/sport/ladder arena instance with you, the ones that do, will join you, the others wont. Once everyone has accepted/declined/or a 30 second timer has autodeclined them, the person that had originally queued the group will get another prompt to chose an even numbers match, handicapped match with the ability to select a handicap up to double your current group, or an even numbers or less match. Another 30 second timer will come up, and if nothing is selected it will default to even numbers match.
2. Sport - no gear looting, same rules as above.
3. Ladder - competitive no player loot, solo and group, group tracks the members in your group and will create a new entry for every different group combination you fight with. Also will have guild functionality where guild leaders can assign a specific group or groups to represent their guild. Ladders will award top players/groups/guilds with coin and rewards on a monthly basis and then reset.
Nifield
05-08-2016, 05:12 PM
Just an update, we have 9 members that have confirmed and committed monthly contributions to this project, we still need a few more, but i am confident that we will be able to get this off the ground. If you like the idea, send me a pm and let me know what you can offer $ wise per month to help us get this going. thanks to all that have done so already.
Triryn
05-08-2016, 07:39 PM
I would love to help but I have been outta work for about 2 months now and still fighting the ex wife in legal shit. Once all that clears up I may be able to help, but at minimum I can help with ideas / knowledge.
I would love to help but I have been outta work for about 2 months now and still fighting the ex wife in legal shit.
Shitty situation bud. I hope you get through it OK.
Nifield
05-08-2016, 10:33 PM
I would love to help but I have been outta work for about 2 months now and still fighting the ex wife in legal shit. Once all that clears up I may be able to help, but at minimum I can help with ideas / knowledge.
No problem dude, good luck with your legal battle. You not working with that hotel software anymore?
Triryn
05-09-2016, 09:16 PM
No problem dude, good luck with your legal battle. You not working with that hotel software anymore?
Not working for the guy he was a complete dick. Only wanted to pay for my time when I was "coding" No Travel, Training or Documentation time.
Nifield
05-10-2016, 10:41 PM
Lame
ILIAD
05-13-2016, 04:32 PM
A few thoughts as we progress:
In the above, I see general responses to the outline. Some of which make me think about other games:
In many good pvp games people tend towards rushing thru the leveling stage; some reached the max level in hours after release. Many quit shortly after feeling they have beaten the game; or the leveling is too tedious. I still recall a video of a player erasing his account: He all that time away. The general concept is sound. I would expect that its implementation is not so easy.
How are thousands going to battle with high graphics?
---Many do not have 10Mbs download; some have around 400k+
Invisibility, fire, potions and other stuff?
Many games are pretty easy to hack; would the hack prevention tools limit anything?
… all this and more need a full direction and keys.
.......there's a lot of work, if we're goin from scratch.
The management team and group structure should be sent to each person. I would not suggest placing stuff on google; unless it would be secured.
Have you considered modding Chivalry?
Sagris
05-13-2016, 07:39 PM
Should all this really be in the public forums? Heh.
Nifield
05-13-2016, 11:42 PM
Member access for this forum.
Sagris
05-14-2016, 09:49 AM
You mean it is not public? False advertising, man. False advertising.
Doula Doom
05-14-2016, 03:25 PM
Member access for this forum.
No, this is totally posted in the public area of the forums... users gotta register but that's it. I'll move it into the members section now, let me know if you intended it to be in the public forum.
Nifield
05-15-2016, 08:19 AM
I did actually mean to post it in the public forum, I was just told by someone they needed to sign up to read and so I figured that meant it was mislabeled and was member only.
Doula Doom
05-15-2016, 11:03 PM
Alrite, putting in back.
Nifield
05-15-2016, 11:25 PM
Alrite, putting in back.
Lord Doom, I haven't heard from you with respect to this project, your thoughts, and whether we will have your support?
Loktofeit
05-24-2016, 06:47 AM
In many good pvp games people tend towards rushing thru the leveling stage; some reached the max level in hours after release. Many quit shortly after feeling they have beaten the game; or the leveling is too tedious.
We are seeing this happen in gaming right now, as developers are notorious for not learning from history.
For the past 8 years or so, NA MMO developers have been trying to fix the biggest issues with their PVP. Those issues are
- players that want to PVP resent having to grind PVE to get to the gameplay they want
- players want a level playing field, and both advancement and gear disparity get in the way of that
While most developers seem to write it off as "most gamers don't like PVP", the insane number of FPS gamers and, at the time, DOTA players was proof that the real issue was that MMO devs were just making crappy PVP.
Them games like League of Legends and SMITE came along.
No gear disparity.
No level disparity.
No grinding PVE to get to the PVP.
These games became HUGE and developed entire eSports events around them. Move forward a few years and developers have forgotten what helped make these great games even greater. The latest round of MOBAs force card grinding, level grinding, gear grinding - basically all the things that drive people away from MMO PVP are becoming part of MOBAs and when reading the various forums it seems the devs aren't whole sure why players aren't totally loving these 'innovations' they're making to the MOBA genre.
ILIAD's got a good point about the progression and PVP, as it can easily make or break a game early.
silent shadow
05-28-2016, 10:04 AM
So u basically want to make another darkfall 1, just better than them though. Im down to help out with what i can and fund some money but i don't have any money to spare right now sense 100% of it goes to bills at the moment. when i start getting paid more i should be able to fund some money.
Nifield
05-28-2016, 10:24 PM
So u basically want to make another darkfall 1, just better than them though. Im down to help out with what i can and fund some money but i don't have any money to spare right now sense 100% of it goes to bills at the moment. when i start getting paid more i should be able to fund some money.
even $10-$20 a month would help. just need more guys to step up and help out. we are close but need a few more guys.
LewisLer
01-05-2018, 10:28 AM
Is this project still under way, Nifield? I love what I'm reading about it. I hope you guys are still active. Also, have you considered a Kickstarter campaign for the project?
Torgrim
01-15-2018, 11:30 AM
Will it be VR (HTC) compatible?
Nifield
02-09-2018, 10:28 PM
working on a few side projects to position myself to make this happen. currently its a a stand still, but have a list of KoT members willing to back the project going forward on a monthly basis.
Sagris
04-12-2018, 07:48 PM
If it's VR, I want to infuse it with sex dolls. PvP and fucking. We'll make millions! No, BILLIONS!
FUCK YEAH!
"What's that? You just got your shit pushed in by that beta male millennial? Well, go sit down and let Lucy warm up for a second. She'll take care of your sad beta dick and she won't even act like a feminist! Fuck, feminists hate these sex dolls! Fuck her face and nut down her fake fleshy non-existent throat and then go back in there and punch that wannabe-alpha feminist in her throat and then go fuck her beta male in the ass. I mean, I betcha he will love it too!"
TRILLIONS I TELL YOU! Yeah... rich... so filthy fucking rich.
I got the story line, yo. I got sick stories to tell, yo.
Torgrim
04-19-2018, 12:48 PM
Lol where do you come up with this shit Sagris... You should become an erotic fiction novel writer! 50 shades of Sagris :)
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