Introduction To Nevergrind
Nevergrind is a classic RPG that has been publically developed over the last 30 months. That means you can play it right now at nevergrind.com in your web browser. Play it for free and decide if this is the type of game you want to help independent developers to create. Oh, and check out this epic boss music by Matthew Pablo!
Nevergrind was originally inspired by classic Everquest, yet it has a motley blend of influences from many seminal RPGs. The battle format is reminiscent of Phantasy Star III. The real-time combat takes a cue from MMORPGs. The item design is akin to that found in Diablo 2. Nevergrind takes all of these inspirational sources and adds its own unique features, such as a combo rating system.
Nevergrind is a simple game to learn with a strict focus on fighting battles and completing quest objectives throughout four acts. When you first start out, you're just a recruit helping secure the perimeter of Edenburg. Your detachment commander, Miranda Crossheart, sees your potential and keeps you busy with more difficult quests. This leads to your first boss encounter with Chief Grimden at Lanfeld Outpost. In a similar fashion, each act climaxes with a tough boss battle through which more of the game's story is unveiled to the player.
Treasure-finding is a key feature of Nevergrind's gameplay. Finding rare, powerful items is the best way to make your character more powerful. Since I feel that itemization is so important in this type of game, I wanted the items to provide a lot of creative possibilities to the player. In addition to the item choices, each class has a talent tree which provides many choices to the player as well.
In addition to items with randomized properties, there are more than 800 uniquely designed items that can be discovered. You can even find items from 28 different sets which provide powerful bonuses as you equip more pieces.
The combat system also rewards competence. Completing chain combos is a great way to boost rewards, including experience gained and magic find. A chain combo is achieved by killing consecutive monsters without leaving combat. Racking up a huge chain combo requires smart equipment decisions, understanding the game's mechanics, and a masterful command of your class's skills. And if you're tough enough to take on a full screen of monsters, your magic find is boosted to its limits! Taking on big risks leads to big rewards!
Nevergrind was originally conceived as an Everquest fangame. After two years of development, and upon receiving positive feedback, I decided to convert the game into a unique intellectual property.
I made the decision to redesign the game. I changed it from an open-world design to a linear, story-based game divided into four acts. I rearranged and renamed all zones. I renamed all mobs. I replaced the sound and music. I replaced all of the artwork. All of these changes meant that I needed to hire artists.
So I hired artists, a composer, purchased sound effects, and acquired a license for a library that helped make Nevergrind's animation smooth and crisp. All of this effort has helped Nevergrind become an polished game with an astonishing amount of breadth and depth.
The joy of Nevergrind's gameplay is watching your characters develop from aspiring trainees into powerful heroes. At this time your character data saves in your browser. But what if you want to play on a different computer? Your data is stuck on that computer. And what if you want to reinstall your operating system? All of your data would get wiped and that's no good! That's why the ultimate goal for version 1.0 is to save your character data in a database where you can access your characters wherever and whenever you want.
When I release version 1.0, I plan to have all of these crucial features in place for the world to enjoy. Creating an account will be free and so will your first character. I do plan to monetize some features to sustain the website. Nonetheless, the full game will be free-to-play to the public without pop-ups, deceptive menus, or irritating reminders.
Developing Nevergrind has been a labor of love that has cost a lot of time and energy. By backing Nevergrind you are supporting an ambitious indie project with a bold vision for the future of browser-based games. And with Nevergrind's stretch goals, you can help decide how far I take Nevergrind. With each stretch goal I will add or upgrade key aspects of the gameplay and artwork. Check them out and decide which stretch goals sound exciting to you. I want to take Nevergrind to the next level, but that's only possible with your support! Thank you for your consideration!
Nevergrind Fact Sheet:
- 43 zones, 10 bosses, 4 cities, and 4 acts
- Hundreds of hours of gameplay across three difficulty levels: Normal, Nightmare, and Hell
- Create your character from 12 races and 14 classes
- Over 200 unique class and racial skills
- Each class can customize their skills by specializing in 12 different talents
- Randomly generated item system creates virtually limitless itemization possibilities
- More than 800 unique items in the game including unique and set items
- Leaderboard to track the top leaders by in experience and combo ratings
I will add a Hall of Champions to Nevergrind. The Hall of Champions will be a separate webpage where you will be able to show off your gear and accomplishments to your friends using a simple search feature.
I will add integrated chat to the game.
I will add a mailbox system. Mail items to and from your friends!
I will add a feature that allows players to trade items with each other.
Risks and challenges
The greatest risk to the project are bugs or security-related vulnerabilities that are not discovered during the account testing phase. Thanks to a handful of volunteers from the Nevergrind forums, many of these bugs are being squashed, but it is difficult to discover all of the bugs.
Another potential pitfall is that the artist, Jocelyn Sarvida, would not be available to create new assets in the event of hitting some of the stretch goals. However she has enthusiastically assured me that she would be available for future work on the project.Learn about accountability on Kickstarter
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