This project's funding goal was not reached on September 8, 2014.
This project's funding goal was not reached on September 8, 2014.
At the start of your journey, you are required to pick your starting weapon before you embark on your adventure.
You may choose from a: sword, bow, or fireball staff.
There are no classes in Procedra, so any player can hold any weapon.
Although there are no classes, there is a "favored stat" system.
The favored stat system allows you to favor 1 stat over all others,
which means that stat will level higher than the other stats.
This provides some sort of "archetypes" so that you can still build strongly.
With Procedra being classless, this means people will be able to build mage tanks, or mage archers, or archer tanks, etc etc, you get the idea!
Some swords and bows will cast spells on top of their "normal" attack, and the damage of the spells the weapons cast is dependent on your intelligence level which can allow for some pretty cool builds.
The game will also have perma death, which means if you die, the character you're playing on is no more! So be careful not to die, or you risk losing all of your gear!
I will be adding a save feature for times you have awesome gear but may not be able to continue playing, so that you won't lose your gear and items if you don't die!
There is plenty more to Procedra, but I don't want to drown everyone in a wall of text, so I will be posting development updates all the time for everyone to see what's being added and such!
Procedra takes a hard focus on procedurally generated worlds
to ensure each time you play it's never the same, and is always a unique experience.
Each world that is generated has it's own little dips, hills, coves,
and if you get lucky enough, randomly placed chests and randomly placed dungeon portals.
You're always likely to get at least one chest and dungeon portal in any world though.
There are (and will be many many more) different level types to adventure in!
Each level type will have it's own type of unique terrain and features!
No level type is the same, each have their own chests, item drops, and monsters!
Although there are none currently, each level will have multiple different huge bosses, all with different rare item drops. There will never be more than one boss that spawns per level, but you have the chance of getting a different boss of that level type each time.
There will be multiple level types for each "level set". I haven't fully decided on what the players levels will be before generating a new set of level types.
To elaborate, lets say "5" for right now, every 5 player levels, a new set of 3-5 different level types will be unlocked that will start generating.
Again, these levels will be all procedurally generated to make each even more unique!
Not only are the different level types procedurally generated, so are the dungeons!
There will be multiple different types of dungeons, and they all will have their own obstacles to get by, all while fighting the powerful monsters in them.
Dungeons spawn more chests, and you are more likely to get a rare item from a chest or from a monster if you are in a dungeon.
Unline the "normal" level types, dungeons will have MULTIPLE bosses in the SAME DUNGEON.
Dungeons will contain the most loot, but also the most monsters so you must be careful in them and not get to comfortable or you risk death!
There are and will be many many many more epic items in Procedra.
I will be making weapons a top priority, and producing thousands of different types of weapons that will do all sorts of crazy things!
I really want to make sure players can build as unique as possible builds, and get a bunch of crazy cool weapons that can fit their play style.
I also will be making a bunch of different items that will assist you on your adventure!
Such as "time potions" that will allow you to go back in time and re enter a level type that you are no longer allowed to enter because of your player level.
There is just something so much more magical about being able to play a game with all your friends, and I really wanted to be able to capture that with Procedra.
So... I did, Procedra is already fully networked in the current state its in!
When coding the game I coded multiplayer from the very start, so it wouldn't be a huge hassle to go back and add multiplayer and waste a bunch of time the risk of breaking things.
So instead of just rolling solo', you can team up with your buddies!
I haven't decided on the connection limit yet, it will either be 4 or 5 players max.
I decided on Kickstarer for a lot of reasons, one of the main reasons is because of the large amount of content I want to add to this game. Just like anything else, it's going to cost money to be able to add all the content that I want to add to give the best experience possible.
Another huge factor is because YOU get to be apart of the project! I can't always come up with every little single idea myself, and by pledging you are able to get alpha/beta access, and from there you are able to give me ideas for items, spells, monsters, level types and all sorts of game ideas and mechanics!
So far I have done all the Art and Programming myself, but one thing that I haven't done and am unable to do because I have no talent in it, is music. I feel like music is a really big part of a game and can really set the games mood, so I am going to need to hire a composer to make the best music possible for Procedra.
The first obvious risk is not being funded. In order to make the game into everything I want to make it, receiving the proper funding is crucial. Without receiving proper funding, the game will lack a lot of content and more than likely never be finished as I don't believe it would turn out to be something that I would want the game to be known for.
With proper funding, we as a community can craft this game into something amazing, and make an awesome gaming experience.
Another risk is delays on development. As much as I will try to prevent these, there is no guarantee they won't happen. Due to this very reason, alpha/beta access is being offered at lower tiers so that everyone can still play the game, even if it's not fully finished! So no matter what delays happen, you will still be able to enjoy Procedra.Learn about accountability on Kickstarter
Procedra has only been in development for a little under a month! I'm a fast worker and can pump out lots of content pretty fast, which is why if Procedra is funded it will have an amazing amount of content!
Procedra is coded in Java, with NO external libraries being used such as LWJGL, LIbGDX, Kryonet or anything of that nature! Everything was made from the ground up!
- (30 days)