Archmage Empires is a MMO Browser game with deep game play taking the genre to a new level. Read more
This project's funding goal was not reached on October 9, 2011.
About this project
Once upon a time, there was Game Genre called “4X-Strategy-Builders” whose games allowed players to lovingly tend vast empires with hundreds of cities until their Research and Economic Might grew enough to overwhelm and crush foes.
Over time the genre faded, focusing more on fighting and less on empire management until the old 4x players wailed and gnashed their teeth, crying out.. “I want to build and conquer, but no game matches the beautiful balance of Master of Orion 2! Who will save us from “pretty” games?!”
Their cries were heard by dark hearted Game companies. “You want to build?” they hissed beckoningly, and 4x players flocked to their games. And the building was good…
… but a problem arose. In a game where players spent hundreds of hours building, nobody wanted to risk losing. The developer’s sulfuric yearnings were satisfied by the money players spent to grow, but fearful the money would stop if Players lost a war and quit playing.
No fear is as great as the fear of losing power, and the developer’s desperate empiric terror prevented them from seeing that these games are only fun if you CAN lose. Eventually thousand of players would join, build a great city and then ponder “what else” only to eventually bore of their accomplishments… for the struggle reached peak without a climax.
In those few games which allowed players to Battle, wars were of limited value: Stealing a few resources, but never really changing anything. To keep things “fair” players could only gain a few cities, never reaching the level of vast empire management of the games of old. Yet even with these limitations players banded together in Guilds who would reshape entire worlds… before becoming bored as well.
One day the mighty guild leader “DEV” whose guild was feared throughout the server thought to himself “I am a programmer, I can make a better game.” You see, he had a friend who had developed a card game with a rich world and solid rules. The two spend long nights and hot days plotting and preparing for a new potential. In the ways of great men everywhere “DEV” applied his obsession with “a better game” into a year of code, images and rules…
…and this is what we bring to you…
The Challenges you yearn for
· Build a TRUE Empire: Use your forces to conquer cities for your empire. Levy Taxes, Conscript Forces and assign standing Armies to ensure that the conquered city does their part for the empire! However, be gentle with the conquered city lest its leader formulate revolt.
· FULL Tactical Combat: See andIntercept enemy forces on the map. Prepare multiple formations and assign your troops default tactics. Have your troops cast spells and counter spells in real time combat. Even Call for Reinforcements! They’ll do fine if you sit back and watch… they’ll do better if you issue orders.
· Delegate control of your forces: Going Offline doesn’t mean being defenseless anymore! Allow trusted allies to control your forces. Alliances actually MEAN something!
· Play what you love & automate everything else: Pick your playstyle: Warrior, Merchant, Mercenary, Spellmaster, Crafter, Emperor & more! Be strong at what you love and let other players in your empire be strong where you aren’t.Where we are
The game is in a playable alpha. We already have our initial testers building cities, performing quests and setting up their formations for combat.
We need help. There is SOOO much art to be done that our small team would have to spend the next 6 months working on art alone. Also, there are thousands of hours of code left to write to get to where we want.
While the game will be a LOT of fun in a few hundred more hours, a full fund would allow us to hire artists and over the amount requested will add coders to speed up the development process.
Finally, we will use the Kickstarter funds to incorporate so that we can attract awesome Team Members with shares and start forming partnerships to ensure the game is marketed and attracts a player base once it is ready. Having a solid legal and ownership position will make these agreements possible and durable.
Thank you for your Consideration!
Team Lead - Archmage Empires
In September you will receive:
60000 Gems (transferrable)
v0.2 Alpha Access to play feature limited version NOW
Start with a Syndicate and 50 player cap.
Best stat gains per level hero available (Red, ability:14)
In November you will receive:
Listed as Founder on forums.
Your 120px by 120px logo as Founder on login screen for 1+ years.
Appropriately themed flavor text of your choice
Your name or nickname as quest Hero/Boss
Transferable direct priority access to programmers and game masters
In December you will receive:
Become an Emperor in v0.6
Design a themed Creature or Spell Unique hero art (world map, hero screen, hero icon), name (reserved), description.
Exclusive Art, Logo, Flag, Name, or Description (as appropriate: not all content for all types) for City, Empire, Syndicate or Hero
Currently 4 people, 3 part time and 1 full time programmer. The programmer (apologetically) made the videos. The part time people are Scott (lead, website, promotions, some art), Helene (project manager) and Ariel (artist in training). Levvo (prior artist) made the current map art. AnastasyaCemetery gave license for her Deviant Art creations and we use them as concept art, in the video, video game and card games.
The skeleton code created is very reusable, and most people making an MMO browser game (RPG or Empire) will end up using many of the same pieces. While the browsers support great technology, there is a ton of code required to convert those functions into a game. We'll share our database schema, base code, engine pieces and back end tools so you can start making content right away.
There will be a Drupal game portal with 2 ecommerce suites (real $$ and in game $), forums with authentication and integration, a Jabber server with AJAX and external access, plus the stuff you actually see in game (auction, shopping, heroes, cities, map, combat, quests, etc)
The engine pieces are very focused on isometric browser games. Some pieces will definitely be used by any game in that style, from XCom clones to Master of Magic clones to an Evony clone, the same low level building blocks are usable. If you add extra pieces and are willing to share common code, we'll share our love in multiple ways. If you want deep customization, we can do that with a higher pledge (deeply discounted programmer time), on a per hour basis, and by code swapping.
Well getting a Private Shard might be the answer. We're also very willing to listen to ideas and input. The first few months of design were done by talking to guild after guild in game and discussing what players want. Those discussions are ongoing and we'll listen.
Promoting us to your friends is a great way to make this kickstarter project a success. We're also interested in artists and artists-in-training of different kinds and will pay per piece that meets our requirements and standards. We need an IMPRESSIVE amount of art, so we're looking for 2-3 full time or 5-10 part time artists.
If your last city is "Seized" (taken by another player) or "Razed" (destroyed) we'll start you over in a more secluded area of the map or closer to allies and grant you access to another color of magic. Each additional color of magic will take an extra 1-3 weeks of questing (so your 3rd color may take 6 weeks, 6th would take 12 weeks) so rebuilding your city will save you time in other ways. Your heroes are preserved, but the buildings need to be remade from scratch. More buildings are available with each unlocked color, so rebuilding won't be the same. We'll try to balance the heartbreak with increased power and a boost.
Contact us with your kickstarter pledge info on the www.archmageempires.com website or here with your email address and pledge info. We will reply with instructions and you can start playing as soon as your account is activated.
- (30 days)