This project's funding goal was not reached on June 1, 2012.
Based on some very useful feedback from one of our supporters who is a Kickstarter fan we have decided to add some of the most requested rewards from other successful Kickstarter games at new donation amounts. In addition, these rewards will apply to the all persons who contributed that amount or more.
The new prices points are at $7, $200, $375, and $999.
And two announcements!
Watch for upcoming sketches, in-game trial screenshots, and even a video or two as we begin to set up to develop Oncolos!
Finally, while those who contributed to $7.00 or more to the project will be part of the late Alpha Release review, all our backers will be granted early access to the Beta!
The typical art requirements for a multiplayer game of real substance can be large. In fact, typical RPG requirements are enormous. Oncolos is planned to have at least four major capital cities – one for each race, training zones, shops, quests, and lots of combat in an open area.
All of that takes a lot of work by a lot of artists.
However, all those artists do not have to be working for you, in fact, they can have finished working a long time ago.
For many years, most games have consistently reinvented the wheel. Many developers create new game engines when an engine that meets their needs is already available. And they can spend thousands of man-hours creating artwork when art packs, 3D models, textures, and musical scores are available.
I do not have the luxury of hiring dozens of artists to recreate grass, water, rain, and rocks. Instead, to get to the goal of a working game with high production values, I have decided to begin with existing artwork that is available for free and can be used commercially. Then I can focus my artists' attentions on the unique features of the game.
Several years ago the creators of the MMO Ryzom made all their artwork free for use by the public, including commercial use. I intend to begin with that as a base for the artwork in Oncolos, add several purchased Art Packs, and then turn my art team loose on the key items that I want to make our game stand out.
By not wasting time on making dozens of 3D models of tables, buckets, swords, and shields that comprise most modern RPG style games I can substantially reduce the overall requirements for the game. By utilizing the thousands of textures in the Ryzom library I can begin with a consistent set and focus my art people on items that would be distinct to the cultures of the game world
Ambient audio, Music, and special effects are also available.
Oncolos will still have its own unique style, but we can expand the framework of the Ryzom style and bring the huge library of effort already created to our product in a new form.
So a major development burden is eased significantly, and the chances of getting the project done on time move one step closer to completion.