by Lucid Dreamers
A turn-based 4X strategy game for PC with elements of fantasy, magic, city management, and tactical combat.
This project's funding goal was not reached on September 30, 2012.
Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
A lot of word actually Paul. We never posted information about it in these comments, but we did in our last update. Just after our Kickstarter campaign failed we were approached by a producer who picked up the game. It was retitled Worlds of Magic and relaunched. At the moment it's almost ready for Alpha testing (In fact, part of it is in Alpha testing right now.)
Here are some links where you can get more information:
If you like what you see be sure to share it with your friends :)
It's been about a year. Any word on production?
Godewijn, we will try to find a way to finish this game in time (probably with another kickstarter attempt) even if we don't get funded this time. We have a number of other game ideas, however. If we don't reach our goal we're going to try one of the others and see how much public interest we get. We've put a lot of work into Empires of Sorcery and we want to see it succeed, but for that to happen we've got to get funding. Another game may be the route we have to take at first.
Would really like to see this becoming a reality, please find some way of pulling it off :) Also, take a look at Age of Wonders series, I found it pretty amazing you didn't mention that anywhere. Those are brilliant games :) (maybe I just missed it I guess)
Yes, Jon, we are allowed to run another campaign with the same game, and yes, we do intend to try again with this one, when we have more to put into it. It won't be our next project; we have a couple of other ideas we want to explore before we come back to Empires of Sorcery.
Guess this isnt going too well. Will you come back later with a more "finished" demo? Are you allowed to make another project here with the same game?
Thanks Jon! Spreading the word is certainly one of the key elements to reaching our goal. We're doing a lot in the background trying to get the word out and every little bit helps. The funding is a bit slow right now, but we've still got plenty of time. Normally projects begin to pick up speed as they get closer to their deadline. Still, the more of us who let people know what's going on the more we'll be able to raise. There are a number of stretch goals we want to reach and the more people who know what we're doing the more likely that is to happen. So, once again, thanks!
The funding is a bit slow, I have pimped this project on the homepage for Stardoc/Fallen Enchantress. Many good people there who likes strategy.
Thanks for the quick answer. I remember people making the AI in CIV IV better by modding, and then it was implemented into the normal game in one of the patches. :o)
Good suggestion! We had already talked about setting the unit stats up in XML on the forums. I think we may be able to make a number of things player tweakable making use of XML. It's a very good idea.
Hi there! It would be great if the AI used settings from and XML file, so that we as players could tinker with it ourselves. Things like: Unit build priority, Aggressiveness, AI Bonuses, Spell priority, Resouce spending priority and such.
Good luck with the project!
Not a stupid question at all. Your name is fine. We just need something we can recognize so we know you're a real backer and not a troll, lol.
Err, stupid question, what's the Kickstarter profile ID? Is it my name or some line of numbers that's hidden somewhere?
First guys, I just want to say we were in weekend mode this weekend (go figure) and didn't reply to any of your comments, not because we weren't reading them, but because you guys said a mouthful and we wanted to give you a full-on work-week reply. (How's that for an opening sentence?)
Paul, we realize the AI can be a challenge, but we have some plans for addressing it. We also feel that at its base it's more in line with logic programming we've done in the past. We've already written a very simple combat AI that will seek and destroy the nearest enemy using whatever attacks it has available. We understand that's just the beginning, but the long and short of it is that we're not worried about the AI. It's all a matter of building a logical simulation of what another player might reasonably do. For those backers who kick in enough to get their own AI opponent, we intend to use an in-depth form they'll fill out to capture the spirit of their play style and then make the AI opponent mimic them. Either way, we feel it's well within our capabilities.
Martin, we've tried to stress the idea that these are filler graphics again and again. We just don't know how to make it any clearer. I mention it in the primary video, the first gameplay video and (I believe) the second gameplay video, and we mentioned in the write-up that this is exactly what we're raising the funds for. I agree that people don't seem to be getting it, but I honestly don't know what else to say. If anyone wants to make any suggestions, I'll be glad to look into them.
Christopher, we took a look and that is a great article. Believe it or not, we've tried to do almost everything that article suggested. Some things, like having physical samples of the physical rewards, just aren't feasible at the moment. Still, the article is full of great information and is well worth the read. If we were better at community building, I'm sure it would help the project. Obviously, we really want to see this succeed as well, and we have some stretch goals we're really wanting to hit. We plan to have multiple planes at launch, but we might be able to add more with stretch funds. Either way, there's a lot we want to do and it all seems to revolve around getting the word out.
Juhani, we'll have to take a look at Dominions games and see what wisdom we can glean. You're more than welcome to drop by the forums and tell us exactly what made the Ashen Empire interesting and unique.
Really we would like to be getting more interaction on the forums. We are slowly (very slowly... there's a lot going on in the background) getting our current plans up on the wiki. We want you guys to tell us what you'd like to see in the spiritual successor to MoM. We don't want to make failure number 11 or so. We want to make the first true successor to the MoM legacy. To do that we need as much input from as many MoM fans as we can get.
One last word: Spread the word! This is only going to happen if the community makes it happen. We can't do this alone. We need your help. It's as simple as that.
Read the wiki about the Undead. Might want to check out the Dominions game series(especially Dominions 3), since the undead you envision are very similiar to Ermor the Ashen Empire in the games. Living population in their lands die and raise as undead if their influence spreads across the world, which is why everyone gangs up on them in the multiplayer games. Might inspire your thoughts on your own undead faction.
Hello all. Like all of you, I remember fondly the old classic that was MoM, and have hungered for the true successor that was never quite made. I truly want to see this project succeed, and succeed in a way that allows us to debate stretch goals (like maybe adding an analog to the Myrror realm). A man far wiser than I directed me to an article from one of the great kickstarter success stories (The Banner Saga), and that article is chock full of advice that, from my observations, had much to do with the success of that and other projects (The Order of the Stick Reprint Drive, Wasteland, etc).
The article is: http://www.gamesbrief.com/2012/07/kickstarter-after-the-kick-but-before-the-start/
I urge everyone, especially our bold and benevolent champions at Lucid Dreamers, to read it.
Please add somewhere, that those visuals of the gameplay use ONLY placeholder graphics. And one of the goal is to get that graphics better.
I am sure, many will not invest the time to figure out, that the graphics will get better, due Kickstarter.
Thanks for your reply. I think the real challenge will be creating the AI for this game. Artificial intelligence is always hugely challenging, but for a MoM-style game like this, with so many options available to the player and so many levels of decision-making, it's going to be especially challenging. I wish you the best of luck.
In truth this is our first game programming project, although we've done professional programming for many years. We've put up a sort of professional bio for people to look over. If you want more details you can take a look at our wiki here:
One of the reasons we picked EOS as our first project is because it's actually fairly straight forward from a game development point of view. Being a turned based strategy game interaction centers around making a number of moves, calculating the effects and then moving on to the next player (AI or human as the case may be). A lot of the interaction is nothing more than clicking menus to queue up what you want built. Even things like moving armies, selecting targets on the battlefield or casting spells all amount to nothing more than clicking an object and then clicking another object. Our background in programming things like server applications with web based front ends has given us a great deal of experience in this kind of interaction.
However, games are different and we understand that. We took a good look at what needed to be done before we ever started. There were a number of areas where we felt our inexperience could be a hindrance. The major items boiled down to this short list:
Procedural Terrain Generation
ISO Metric Maps
These were areas where we had no experience and so that is where we started. We overcame those obstacles (they were actually fairly straight forward once we took a look at them) before we ever launched this kickstarter. If you take a look at our gameplay videos you'll be able to see how far along we are already. We feel that completing this game is easily within our reach and we'll be more than happy to explain how we plan to handle this or that on our forums. We're even considering putting together a series of “making of” videos to explain our process.
Either way, feel free to drop by our forums where we can discuss things in detail.
Hi guys -- I'm wondering what sort of game development background you guys have? I've been in the industry 17 years (Nintendo, Microsoft, Intel, etc) and I have to say that doing a MoM game well seems like a huge task for anyone ... and a $25K budget seems very small for something like this (although that's assuming it's your entire budget, which of course it might not be).
I am very excited about the game. I wish I could put more constructive ideas forth but honestly I like the surprise of finding out how the game plays out.
On a slightly off-note, does anyone know of a kickstarter or group attempting a clone or follow-up on Lord of Magic or a true sequel to Lords of the Realm 2? I've thought about attempting one myself.... Just curious.
Looking forward to seeing your vision of Empires of Sorcery come true. I'll be upping my pledge as soon as a few things even out for me, well before the goal time is up.
Ah yes, my good friend DosBox. That's actually where this project started. "What haven't I done in a while? Master of Magic. Great game, but they could have done so much more with it. Why hasn't there been a sequel, or at least a worthy remake? A few have tried, none have succeeded." So yes, we ourselves have heard this pitch before as well. We finally decided to take matters into our own hands! And with your help, we will make it happen!
I still play MoM in DosBox from time to time. One of my all-time favorites.
I have heard your pitch before, however. Regardless, I will happily support you and cross my fingers.
Sorry I kinda rambled there.... Friends don't let friends post tired... -_- Glad to hear we're on the same page.
And, Nicolas, those are very good suggestions as well. We are already working on implementing some of those ideas.
Yes, Jon, we did the same thing. Well, MoM wasn't the *only* game we played that summer, but we certainly spent most of the summer on it. And we still refer to it as THE summer.
I am 40 and remember spending a full summer on MoM in my youth. All respect to those who try :O)
Excited to see someone trying to make a spiritual successor to "Master of Magic." I've got to be one of it's younger fans at 27. One game I would seriously consider you implement features from is "Stars!" The ability to give a newly colonized planet a queue of orders including recurring orders automatically when it was colonized was a great time saver. The ability to set ships built at one planet to automatically set course for another planet upon completion was great once you wanted to assemble large war fleets.Then being alerted to every action and aspect of the game each turn was massively helpful at the beginning of the game and the ability to auto filter out categories of said messages made things go so much faster later.
Most of what I liked I guess could be summed up like this: The automated orders aspect of this game allowed you to have all the depth to planet management you would want without it becoming an endless time waster when you later had 50 or 100 planets and dozens of fleets to manage. The message system in that game allowed you to make sure you never had idle planets or fleets sitting around and the ability to filter certain types out kept it from bogging flow down later in the game.