I’ve grossly underestimated the amount of work needed for this project. What I guessed to be 15 weeks of programming is closer to 50 weeks. This is partly due to my inexperience with Unreal/C++, and my realistic ambitions. I will be releasing a public alpha and beta, when the game is a half playable state, probably within the next 12 weeks.
Edit: Quests =/= Mark Quests. I’m referring to rpg quests. Kill some things, fetch that thing, exclusive encounters, etc. Etc.
Still a C++ script kiddie, but I’ve started work on the server architecture! I’ve delayed the sprite work, because it’s a pain in the ass, especially when I’m learning to optimize code. I’ll probably get another programmer like Orsome to do that for me in the future. But I’ve figured out how to do server instancing, so that dungeons and realm portals work. After that, I’ll move to my biggest hurdle. Server side validation and client side rendering based on validation. Once I have movement hardcoded into the server, stats will be a piece of cake. I’ve been sick for two weeks now, so the dev cycle is slow. Once I get these things done, I might make a public pre alpha testing server. Though it’ll probably just be a walking simulator in a box room…
I have plans for the Nexus. It’s going to be a mighty bastion against the forces of Oryx, a flourishing city. NPCs, lore, quests, utility, merchants, secrets, etc. A true hub for adventurers. With Unreal Engine, the possibilities are expandable!
Fame, Gold, and Divinity will be the primary currencies. None of which can be acquired with money. Fame will be gained the usual way, but alive fame can be spent as well. Gold can be awarded from quests, found in rare chests, dropped from bosses, and given in player events. Divinity will be awarded from challenging quests. Most Merchant NPCs will be in the Nexus, but some will be found in the towns of the Overworld. All forms of currency can be traded between players.
Fame
- Scroll Merchant: sells scrolls to towns you’ve visited. Scrolls are soulbound.
- Potion Seller: sells T0 and T1 hp and mp potions. T0 potions recover 50 points, T1 potions recover 100, and so on. Potion sellers in harder zones will sell better potions. You’ll be able to carry more potions, but you’ll get potion sickness, lowered vitality or wisdom respectively, and diminishing returns on further potions, for a short time.
- Dye Trader: self explanatory, but will also buy unwanted dyes and cloths.
- Skin Merchant: some skins will be exclusive to player events, boss drops, etc. However the rest can be purchased.
- (There will be more)
Gold
- Key Merchant: a wide selection of keys will be available, but not every key.
- Blacksmith: sells unique gear, and can reforge your items to add random stat modifiers.
- The Alchemist: offers to break down rare items into mystical components.
- (There will be more)
Divinity
- Relic Merchant: sells items that give the player unique properties and abilities, when in a player’s inventory.
- Amulet Merchant: sells powerful amulets, takes up the ring slot.
- (There will be more)
Functionality
- Ledger: Offers name changing, at a month cooldown.
- Guild Master: Offers a method to form a guild, and quests for guilds to complete for unique rewards. The top guilds will also have an in-world impact on the nexus and overworld. Some examples of rewards are guild vault expansion, bonuses to currency collection, bonuses to loot, free keys, and more!
- An automated system for trading, akin to the Grand Exchange from Runescape.
- (There will be more)
Music and sounds are really important, I’ve come to realize, as I’m tinkering in this mute game. I doubt we’ll be working on the soundtrack until perhaps the end of the alpha or beta, but I want the music to really add to the environment, and not just be filler content.
Also, as I’ve created the groundwork for the nexus, I’ve come up with a status debuff to prevent nexusing
I’m sure that will be fun in certain end game fights!~
I’ve stated before that I want this game to be free to play, and I don’t want a p2w system in place. I was leaning towards donationware, and I was thinking of rewards for people who do donate. As I’m investing significant time into this, I’m realizing that I will need some sort of monetary system in place. I am however, adamant on not introducing micro-transactions into the game. Thus, I’ve merged my need for this game (and game company) to grow, with my donation idea, which results in tiers. Those who donate will advance their donation tier on their account. On each milestone, they will receive rewards based on the level met. These tiers will never reset, and will be counted over the lifetime of an account, so you could donate $5, and months down the road still have that count towards your total.
It’s still a little early to say what those tiers will be placed at, or what the appropriate rewards will be, but the following are potential possibilities in no particular order:
- A game wide 2x fame multiplier for X time.
- A donation only chat channel.
- Placed in the game credits, under notable donors.
- A bundle of keys.
- A random item chosen by the developer.
- Becoming part of the game, through lore, art, enemies, NPCs, or some other way.
- Access to a secret developer area in the nexus.
- (There will be more)
Lastly, I’ve decided to expand the player inventory, so that characters will have more than four equipment slots. Uses for these slots will be expanded upon, when the open alpha starts in a few months.