A voxel based dungeon crawler with elements of tower defense and a sprawled server layout in a feudal, swords and magic setting.
Listings to be announced.
Varying widely in type and purpose, NPCs will need convincing to move into a settlement. This may vary from help wanted postings to the town being well enough secured for them to feel safe.
Current Plans for NPCs include guards, shop keepers, trainers, and builders.
ATTRIBUTES & SKILLS
All stats will be derived from 6 base attributes
Skills will fall into categories based on the above attributes and will gain effectiveness based on their governing attribute. Skills that lie on the border between two attributes gain effectiveness from both. (Attacking relies on strength, defending relies on toughness, bull-rushing uses both strength and toughness)
Gameplay is predominantly 3rd person, with the ability to switch to first person when you choose or for certain abilities. Combat is action oriented, with a focus on skill driven combat.
Enemies will come in a number of forms. Some will simply wander and attack, others will focus on building and defense, a select few will be focused on hunting down players/settlements.
There is currently a design in the works for mobs to actively learn from each other's mistakes in and out of combat, raising the likelihood of attempting actions that have been previously successful and lowering ones that have ended in failure. This learning would be specific to the server it took place on in the hopes that monsters exposed to certain environments and players would learn the behavior most useful there. This AI system would also be planned for implementation in other NPCs.
BASE EXPERIENCE & KARMA
Instead of levels your character's 'level' will be determined by the amount of experience you have acquired up until this point. When you have gained enough experience you can pick what skills or attributes to put those points into. This makes the reward for experience more frequent, but less drastic.
Also, with the lack of levels there is no level cap. Players may continue to grow as long as they can find ways to gain experience. That being said, experience gains depend on the relationship between how much experience the victor had VS. the experience the losser did.
A Karma system will be in place that effects the value of a player based on the number of times they have been killed or killed another player, among other qualities. This effects the experience value of that player. If a player PKs on a regular basis they are worth more for other players to kill and those players can see that. If a player has been PK'd a large number of times and not managed many victories they will be worth less. This system will be in place to reduce incentive to crush weaker players and to increase the amount of player confrontation for players that enjoy it.
Terrain will be generated by a server. This terrain will remain mostly consistent once generated, but NPCs, players, and the environment will change it over time.
Materials and items can be retrieved from the environment as well as combat. These materials can be used to build and fortify settlements, trade goods, and build and enhance equipment.
Servers will be connected in the sense that a player can travel between them. I currently imagine a system where servers with certain similar qualities are 'closer' to one another.
Those who run servers will have certain options available to them for managing these servers. Changing these options may reposition the server in the grid however, and change the players that will visit the server.
If the last server a player was logged into is full or down when they log in (and possibly if the server settings have changed since their last login) they start in between servers. They are given an overview of the available servers nearby on the grid as well as notification of any players they should know in these servers. They then choose which server they are bumped to and will continue play there. If you attempt to travel to a server that is full you are presented with similar options.
Some options currently in the works for servers include.
- Monster spawning on/off/agressive
- Player Killing off/on/on with experience gain/on with looting
- Gravity normal/double/half
- Experience normal/double/half (this effects experience values, not experience gain, as a result the double option would make make starting a new character easy, but reduce gains later. The half option would make it very difficult to start a new character, but it would be easier to gain exp late game)
- Bounties off/on/auto (players can issue a bounty when they are PKed. Auto sets a bounty for PKs based on karma automatically)
Have a question? If the info above doesn't help, you can ask the project creator directly.
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