I'm working to the engine since september, (of course just pure C++ from scratch as the handmade manifesto commands) averaging something like 25 hours/week. (I'm also having a full-time internship as software developer in the meanwhile).
Yesterday I've ultimately decided that I will NOT leave my day job (they offered my a contract and I said I need time to think about it, but today I've decided I will accept), it would have been too risky and I would have been putted under real time/economic pressure.
So my goal is to dedicate to the project 15 to 20 hours/week: This way I'll have all the time to do things well without any hurry, but I will also have enaugh time to make tangible progress on a month basis.
But let me spend a couple of words about the game:
The main goal of the project is of course to learn, possibily having fun while doing it, and who knows, maybe one day shipping it on steam, or launching a kickstarter campaign, or whatever. In the worst case having developed a game like this will surely put me in a good spot to obtain a job in the game industry.
I'm trying to bring togheter all the elements that I like from various RPG/survival: I've loved games like diablo, don't starve, older amiga doungeon crawler (eye of the beholder, black crypt, ecc), morrowind, minecraft, final fantasy, the witcher: all of those games have some aspects that I would like
to reproduce in my game, but I also have many new ideas to throw into the mix.
I want the game to have a very nice looting and levelling system, but I also want the player to feel powerless in an enourmous world, pretty much like minecraft or don't starve do.
I would say that at the moment things are going pretty well, I already have a theoretical infinite number of player walking and slaying enemies in a theoretical giant, toroidal world: there will not be "boundaries" in the explorable universe: the player will be able to walk straight from one end of the world to another, and we are talking about a tile-based game, so it's a huge distance to cover. That thing for me is a big plus, I don't like those mmos where you have limited areas to walk, or anything like that.
Features that I would like in the game are:
-classic attribute and levelling system (diablo 2 rulez if you are interested).
-pretty simple and intuitive combat system.
-absolutely no transitions between one part of the world and another.
-deep crafting mechanics (equipment, potions, survival objects, gems to put on equipment, ecc).
-ability trees without ANY restriction: every player will be able to develop his character however he wants.
-"alive" world with as much fauna and flora as I can slam into the game.
-different biomes of course, with particular enemies, animals, buildings, wheater conditions ecc for any of them.
-doungeons with some boss fights eventually (more on this in future posts).
-mini-quest and side events, I think The witcher 3 does a pretty good job at this. (treause maps, secret passages, traveling merchants, but also mini-quest like "bring me 190 of those and I will give you this awesome sword)
-absolutely minimal UI, without those 193 buttons and HUDS that at the moment all MMO have, I think they are really really bad.
-free-to-play, and in the case of having a sufficient amount of players, monetize on that ASBOLUTELY WITHOUT transforming the game in a pay-to-win. (no shoppable items, no quest pass for limited time or anything like that)(I already have an idea on how could it be possibile)
Features that I don't know if I want, but that I would like to have some thougts on:
-I don't know if I want a "main quest": I mean, of course I have plans to make the player interested in keep playing the game, and I already know how the game will "begin" and "end", but how to structure and contestualize it in a gigantic world?
-I think that there are some players that are interested in pure RPG games, and some players interested in pure survival games: I would like to have ways of making both of those categories interested in my games.
For example: some RPG players could get annoyed if they needs to eat and drink, how can I alleviate those problems?
-should the game allow player housing? (like don't starve for example) I mean, probably there will be SOME player housing, but how much and why?
-I don't know exactly how much I want some things to be "realistic": is the inventory limited? really if you don't drink water for 20 hours you die?
I should also say that I want my game to be playable from mobile, but that is something that will come later, and will probably be a commercial reason: the mobile market for MMO is just ridicoulus. (zenonia S is in the top 3 I think... lol)
It's also for that reason that I will spend a good amount of time figuring out a good UI and a good commands schema.
Of course, as soon as I have a decent prototype to show I will post about it :)
I'm sorry for not having a good video about the game, my initial plan was to open this thread and start talking about the game only when I would have at least a complete prototype to show, but today I've decided to keep working full-time, and that was a BIG and very difficult decision for me.
My goal is to update this thread every 2-3 weeks at least, but the project is long-term, so don't expect awesome progress from one month to another.
(This also mean that I will have much more time figuring out if I'm doing well, and what the comunity think).
Oh, I'm leaving here two concepts, so you can have a very early impression on the style I want for the game. The first will be an enemy, the second one a playable "race" or something like that.(my artist is pretty awesome, I know :D )