3D iPhone MMO (+ Mac/PC) in Development

Discussion in 'Upcoming iOS Games' started by daveyoung, Sep 21, 2009.

  1. randomdude

    randomdude Well-Known Member

    Mar 21, 2009
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    Alliance Wars? Like one alliance attacks another at a sneak attack at a base or something
     
  2. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    You will buy your skills with points, and that will raise their starting values and also affect how much exp they need to raise. They will raise as they are used, and you can speed this up by assigning exp you earn to skills also. As you gain skill points you can get more skills, and indeed you can keep levelling up and get all the skills eventually. That would take a ridiculous amount of time though, so it's highly unlikely. You can still use a skill even if it's untrained, unless it's an unusable type. If you decide at creation time to specialize in a skill, it will begin with an even higher value, and go up even quicker than a trained skills. You can't specialize after creation though, so that really dictates what you'd be using most often/the type of character you are.

    It will be segregated off into zones, there will be underground areas and underwater areas too, no doubt. As far as how big it will be, it's designed to grow infinitely large, and there is a special gameplay element that relates to this, and I'm not saying what it is yet!

    There's a good reason for that: performance. No one likes lag, or needing a super beefy PC to play every game. Which is a big concern on the iPhone, obviously. But for our needs, you will see all the major changes happen to the character. We are optimizing our visual and character design for the lower performing devices, so we won't be needing to show a zillion pieces, it's much more of a toy-look than WoW is, for example.

    There will be players, and many types of monsters to fight. There will be lots of random monsters out there to hunt, and some may be a big part of the storyline and be intelligent!

    I don't think we're going after a subscription model just yet in the same manner. What we will have is downloadable content, and we may also have a monthly plan available for that as well. There will be new episodic content every dev cycle (4-6) weeks to add features and advance the storyline, these won't be paid updates, they come with the game.

    You will buy your skills with points, and that will raise their starting values and also affect how much exp they need to raise. They will raise as they are used, and you can speed this up by assigning exp you earn to skills also. As you gain skill points you can get more skills, and indeed you can keep levelling up and get all the skills eventually. That would take a ridiculous amount of time though, so it's highly unlikely. You can still use a skill even if it's untrained, unless it's an unusable type. If you decide at creation time to specialize in a skill, it will begin with an even higher value, and go up even quicker than a trained skills. You can't specialize after creation though, so that really dictates what you'd be using most often/the type of character you are.

    It will be segregated off into zones, there will be underground areas and underwater areas too, no doubt. As far as how big it will be, it's designed to grow infinitely large, and there is a special gameplay element that relates to this, and I'm not saying what it is yet!

    There's a good reason for that: performance. No one likes lag, or needing a super beefy PC to play every game. Which is a big concern on the iPhone, obviously. But for our needs, you will see all the major changes happen to the character. We are optimizing our visual and character design for the lower performing devices, so we won't be needing to show a zillion pieces, it's much more of a toy-look than WoW is, for example.

    There will be players, and many types of monsters to fight. There will be lots of random monsters out there to hunt, and some may be a big part of the storyline and be intelligent!

    We haven't talked it over yet, but it's likely. I love pets!

    They're all good questions. This *is* a different type of MMO, believe that. Many things will be familiar, but it's not a clone game in terms of style... at all. We're going for original, and absolutely, irrevocably, cool.
     
  3. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    It's up to an alliance to create their own politics, but I am almost positive this is the kind of thing that will happen. An alliance will choose a specific game location as their home base, and need to defend it. For things like this, no extra coding is required, people create their own politics sometimes!
     
  4. Baitntackle54

    Baitntackle54 Well-Known Member

    Sep 27, 2009
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    sounds great i like the idea on the character development. So when you pick beginning stats the skills that are higher level easier then the ones that aren't? So you can eventually level them all but it would take ridiculously forever because you didn't pick that stat at the beginning of the game? I like that idea. So the hardcore players have the chance to maybe try and create a character that has every skill at the highest but the casual ones can pick what skills they wan't their character too have and level those quickly? Can you say what some of the skills will be? i dont know exactly what a fangler is haha.

    What happens when you die? and can you attack anyone anywhere?
     
  5. randomdude

    randomdude Well-Known Member

    Mar 21, 2009
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    Awesome. Anyways just to make an alliance war more interesting how about a capture the flag mode or some sort like you have to protect this thing and if another alliance catches it then your alliance loses what make it special and have you thought about maybe a alliance choose what the thing will give them like special skills or such
     
  6. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    #46 daveyoung, Sep 28, 2009
    Last edited: Sep 28, 2009
    Baitntackle, you have the skill concept down very well!

    The names of these things come from the game world, and our world building team is writing them down as we try to understand what they mean. So far they all seem to have pretty obvious equivalents to things we're all familiar with.
    Examples:
    • Fangler: a sword, or one who uses swords. To fangle someone means to really mess them up good with a sharp fangler.
    • A Fizzler is a player who casts spells. Sometimes those spells fizzle and don't go off! The device he uses to cast a spell (wand) is known as a fizzlestick. Fizzling is the art of casting magic, in general. And a fizzler who casts blasting spells is very good at... Fizzbanging.
    • A ganker is basically a rogue. His typical fighting skill would involve using a Nicker, Diddler, Diggler, which are all types of.. daggers!

    I hope you get the general idea ;)

    When you die, everyone cries and your enemy laughs at you. Then, you return to where you were bound to last. There will be binding locations scattered about the game world so you can always pick a bind location closest to where you want to respawn at.

    There will be PvP safe zones where PvP isn't allowed. Otherwise, if you're a PvP character, you can attack any other PvP character.
     
  7. Baitntackle54

    Baitntackle54 Well-Known Member

    Sep 27, 2009
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    #47 Baitntackle54, Sep 28, 2009
    Last edited: Sep 28, 2009
    Is there a punishment for dieing? loss of xp, loss of items, damage to armor though?

    Other than that i am so excited for this game. If you need beta testers count me in. Great job on doing something original and not making another mmo with the same class types and such. All the people that are sick of playing mmorpgs with the same basic gameplay concept will definitely turn too your game when they hear about it.

    One more question though. what will switching from a iphone to a computer be like with this game. Is it a web browser based game or will you download it? Is there anything you can't do on the iphone that you can on the computer? Will there be a difference in graphics quality?

    also how will the control scheme be on the iphone? I know alot of people love how gameloft makes there control scheme. Where there is a joystick in the bottom left corner too move your character and then you can grab the screen too move the camera angle. Will we have an option like that? If you don't you should have someway too free look though. i know people love too be able too move the camera around too look at there guy from different angles.

    And with those skills will there be skills unlocked within those that specialize you even more. like with fanglers once you advance in that skills does it open up into like what weapons you use and such. Fizzlers it gets more focused on either healing, enchantment, illusionary, nature, elemental type magic? And gankers maybe learn differen't skills like poison, types of combat, sneakyness
     
  8. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    Still being discussed. This is a very important thing to get right!

    Absolutely there will be a difference in quality. We need to design for the iPhone as the lowest common denominator, so that has a major effect on visual and gameplay design. We can do dedicated mac/pc/linux, or also do a web-based version. We're trying not to screen out any of the functionality for iPhone, though there might be some things that can't be done, I just haven't found them yet. The larger version will have more enhancements obviously, like an easier to use interface and chat system with more visible at one time :) And graphic quality is better on the computer tremendously, of course. We can use shaders on the computer, and beautiful water. The iPhone may have pretty fake looking water, while the computer version would have gorgeous water.

    We are using a tap/click to move system which makes this game possible to do at all. It is very easy to use, does not use up any screen space for move controls. We will have a free-look also, which should work as you described it.
     
  9. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    Well, for example, different weapons with high bonuses might need a certain minimum skill to wield. And that weapon/item might have special abilities tied to it. So a lot becomes possible with this kind of system. Fizzlers will have multiple 'schools' of magic to specialize in immediately. And gankers will have their own specialize skills like poison, picking locks, etc.

    However, everyone will have those skills available to train too. So you could be a lockpicking fizzbanger who also fangles, for example. Just sayin'
     
  10. randomdude

    randomdude Well-Known Member

    Mar 21, 2009
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    How robust will this be?
     
  11. daveyoung

    daveyoung Well-Known Member

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    50 Robust? Hehe, which do you mean?
     
  12. Kunning

    Kunning Well-Known Member

    Aug 30, 2009
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    I swear, Dave's gonna tire himself out just by answering the number of questions you guys ask. :p
     
  13. kingkong120

    kingkong120 Well-Known Member

    Jul 17, 2009
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    Haha that's exactly what I was thinking. Thanks for your time and patience Dave.
     
  14. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    I wouldn't worry about it. I'm working on the movement controller and testing on the device with 70 AI bots, so there is lots of little downtime between compiling, building and deploying. Perfect for answering posts. Also, I *love* this stuff.. this is the game I have dreamed of making, and is the reason I learned to code to begin with.
     
  15. Drenguin

    Drenguin Well-Known Member

    Jan 10, 2009
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    Man you are a talented developer, after looking at these posts I see how much you care about your games so now I'm really considering buying all of you games!
     
  16. Kunning

    Kunning Well-Known Member

    Aug 30, 2009
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    I would recommend Arcana: Spell Duel, and CastleGuard since it's free. If you like CastleGuard, get CastleGuard2. IMO, Arcana's the best of his three games.
     
  17. daveyoung

    daveyoung Well-Known Member

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    It's the best because it's the most recent... I've been making games for a long time but it's taken all this year to learn how to develop decently for the iPhone. So the first couple had their issues...
     
  18. Kunning

    Kunning Well-Known Member

    Aug 30, 2009
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    Yeah, but still... the best game is still the best game. Don't forget to update Arcana even though I know you're swamped down with Gryphon!
     
  19. Maphia

    Maphia Member

    Sep 3, 2009
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    Dave, it's not only your impressive ambitions for this game that have me completely intrigued, it's truly your enthusiasm that's done it. Not many devs are so open to publicly answering questions, and to be honest, I've never seen anyone answer so many questions so honestly in such a short period of time before. Thank you!

    And of course, to question you further:
    A clarification on the "monthly plan"- this pertains only to DLC or to play in general? I know that Outer Empires (also cross-platform) is taking the pay-to-play route, and I truly think that this would substantially lower your player base. That said, I wouldn'y mind diggin through the couch for a few cents to buy a new city region; as long as not paying doesn't cripple the game.

    Also, will the computer/browser versions be paid as well? Or will the iphone version just be another client for those who play the game already?

    Thanks in advance, I'm sure that the only person more excited for this game than me is you!

    PS- Don't scrap the "head shop"- it could bring an awesome level of customization and character individuality. (daydreaming....player-designed heads???)
     
  20. Jordanrracer

    Jordanrracer Well-Known Member

    Feb 16, 2009
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    You with ur big words dave xD

    Im really suprized, havnt seen people like you talk like a adult in a while. ( im not being sarcastic) Seriously, i love you now
     

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