About this project
What is Forge Quest?
Forge Quest can be described as a classic zelda like adventure game set in a sandbox world. Focusing on a non-linear experience, we want the players to interact and play with the world as they like all while having fun. Many tried and true aspects have been borrowed from other games, but in a combination that is unique.
We have set our goal at a minimum of $7500 to complete this project, however every dollar donated helps us create a richer experience. If the donations go above and beyond the minimum we are ready to offer these additions to the project.
$10,000 - If we reach this goal, we will have the time and resources to port the game to the Mac OS X platform. Also, everyone who would receives a copy of the game through the donations also will receive a unique dragon egg to raise as a pet!
$12,500 - If we reach this generous goal, we will clean up and release our voxel modeling editor, completely free for use to the public. The editor was originally created by us and used for all the models in the game. Use the tool to make your own models for your own project or make custom models that you can use in game.
We aim to provide a large and diverse world that is never the same twice. Using randomly generated terrain, we will be able to provide a unique overworld, dungeons and towns that they player will be able to explore. Certain events can at times cause the world to change and provide the player with a world that appears to actually be growing and changing around them.
Much like other well known sandbox-craft games, the terrain is something that is completely under your control. With the aid of certain items you will be able to shape the world by digging, building and harvesting the terrain around you. Many resources that you require come from the terrain so you will need to adventure and locate these resources.
As the game title suggests, forging items will be a large aspect of the game. As the player adventures and collects resources they will be able to craft a large array of unique items and useful devices. Most of what defines your character is what items they have, so it will be critical to discover and seek out the recipes and components.
We aim to have the combat of the game resemble that of classic hack n' slash RPGs like Zelda: Link To The Past or Secret of Mana. Equipped with a number of different weapons the player must carefully slash, block and cast spells in real time as your enemies encroach. You will be able to acquire better weapons, equipment and abilities, yet the player's skill in combat will always be a large factor.
Forge Quest has been built from the ground up with the intention for allowing networked play. You can always play through the game by yourself, however, we support and even encourage you to play along with your friends as you adventure in the world. Certain locations may even require a team of people to accomplish due to larger difficulties.
We want to provide a nostalgic feel of classic 8-Bit RPGs , while maintaining modern 3d graphics and quality. We express a lot of this style through the the voxelized 3D models and oversized pixel graphics in the user interface.
The game is primarily being developed for Windows based computers that can support OpenGL graphics of 2.1 with GLSL support of 1.2 and forward. Our code base has been written abstractly to allow for porting to multiple platforms, but ports are beyond the initial scope of the project.
If the project is successfully funded we conservatively estimate the beta would be released two months after funding is received, and the full project would be completed six months after funding. Even now we continue to work on the project and hope to release as much as we can as work progresses.
Who Are We?
The core team consists of two people, David Fleig and Chase Grozdina. We are both software developers by profession and each have a unique background of talents.
Chase Grozdina - Has worked as a software developer in the games industry, as well as acted as lead developer for in-house tools of a special effects company. He brings a strong knowledge of game development concepts, engine development, user interaction as well as artistic talent to the project.
David Fleig - Has been a professional software engineer and lead developer for enterprise corporations, as well as a professor of software engineering at Franklin University. With strong analytical knowledge he brings a solid development understanding and management to the project. His devotion to many classic table top games provides insight to many game design concepts.
Why We Need Your Help!
Developing a game like this is not easy and comes with a large number of costs associated with it. Your much needed donations will go to supporting a number of direct costs that we need to tackle as well as supporting our time and attention to the project.
Music & Sound - Although we both have a large number of talents, music is not one of them. This means will need to look outside of our team for help in creating all of these assets.
Advertising & Distribution - Spreading the word about the game comes with its own set of costs. Distributing the game, holding a community website as well as maintaining a server can also get expensive. Allowing us to handle these costs means a greater community of people and a better player experience.
Time & Attention - There is a large devotion of time required to complete this project, which regardless of what we want, is limited. Maintaining a full time job and dealing with life can easily get in the way and even make a project impossible to complete. Having donations to support the project gives us this freedom and flexibility to continue to work and focus our attention.
We want to show the greatest appreciation for people who donate to this project and give them the ability to put their own mark on it.
We assume if you donate, you want a copy of the game to play. So at the base level we will provide you with a full registered copy of the game once it's complete.
For people who want to have a more active role in the community, we provide a level above the base which will give them access when we begin our beta of the game as well as access to the beta forums on our website. We value the community around such projects and want to keep the lines of communication open.
For people who donate above and beyond we want to give them an everlasting influence on the project, allowing them to actually provide direct input and help design parts of the game. At these levels we will work with people directly and help them achieve their idea.
By default the keyboard is used for most controls, including movement, jumping, blocking, attacking, etc. The mouse is used for building, crafting, and inventory management.
In short, they are not. We did this since each of the designs are of a increasing complexity and require a large amount of work in game then the previous type of reward.
However, if you do end up donating at a high level, such as the $150 monster or $300 NPC level and you also wanted to create something at a lower level we are open to discussion about this. As long as the additional idea is not overly complex, we would be more then happy to let you do both. If you already have an idea, but you are unsure what we would think feel free to ask!
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