So about 4 years ago I came up with an idea for a MMORPG.
I have worked on it a bit but really don't have a lot of it done, my original goal was to have a playable Beta by 2012. This is not going to happen on my own.
I had a car wreak, which took out a lot of my information, in fact all digital media was on a laptop that became corrupted, the backup CD's went missing (I suspect my ex-room mate had something to do with this) and I am back to pen/paper planning.
So. It is time to leak some data on the idea, and find out if anyone wants to help, and more importantly, if anyone would be interested in playing.
NOTICE:
If you steal my idea, do it well, and give me SOME credit.
80% of today's teen and low 20's are addicted to WOW. These are staggering numbers when you consider they pay at least 10/month to play.
Using the Unreal Engine, or similar High Graphics, Physix type engine- I wanted to make another "WOW Like" game.
The setting is more on the lines of my favorite game series, Fallout, Post Nuclear Survival, however with some serious twists.
The Great War had unforeseen side effects, such as random mutations (Giant creatures, giant spider, giant scorpion, etc) as well as Fusion Mutations (Squirrel + Bunny, etc) to account for the "monsters" in the game, if the radiation wasn't enough (plagued lands still flowing with radiation and radiation emitting monsters, poisonous plants/water/etc) there is another thing to consider.
During the great war a weapon was devised, but never tested, before it's unleashing. The side effects would prove most devastating (it ended the war) However... those it did not kill immediately, built up an unusual set of symptoms, and died later, only to rise again... "Zombies and Undead kin"
Those that were only barely in contact with the biological weapon showed similar symptoms 20+ years down the line, and have developed there own Race due to how they must survive. Mutation with the biological weapon have caused a need for plasma and other sufficiant life supporting needs, and their bodies are no longer capable of creating it on their own, so they must ingest it from other sources - "Vampires"
Humans that were lucky enough to be far enough away from contamination zones and radioactive blasts formed there own alliance, humans are technologically superior in this matter and can have all sorts of weapons and armor, more then any other.
The set up is rather simple, classes exist in both playable sides (no you cannot be a zombie to start) where the Vampires use medium grade tech and some "Magical Abilities" the humans get balanced by the ability to use full sets of "plate mail" and heavy weapons such as "mini guns"
Vehicles also exist, and most are customizable.
The world is set up where towns are the only place you can see Non Party members, like in Guild Wars, although certain skills may allow you to join someone if you follow them into quests. (for those playing assassins and such)
The game was meant to be heavily skill based and heavy survival base, the human towns are attacked daily by zombies where the Vampires (and off breeds) are not very welcome in the human towns, and vice versa, so Vampires have it harder in life, trying to survive in ruined cities and underground settlements.
Gathering of resources is key for enhancements, and your own "house" would be available, although only to paying members. Houses provide a save haven to store gear, hang out with friends and hopefully if I could get things working, Voice Communication in private.
I wanted Voice Com for Party members at least, as this would be an aweseome built in feature no other MMORPG has, and possibly a Guild Chat as well, with of course the ability to MUTE anyone you don't want to hear.
Weapons would be balanced according to difficulty to use (a common hand gun anyone can fire, decently well) and the Ammunition type (a common hand gun with Titanium AP bullets would do more damage then "common" ammo, in the extreme cases, Depleted Uranium shots would do the most damage.) Most ammunition is basic, not based on caliber, so "hand gun ammo" works on all handguns, where as "rifle ammo" works on all rifles, so it's not hard to get ammo- but its HARD to get RARE ammo.]
Arrows, crossbows, and other "primitive ranged weapons" would exist, but would be extremely wide ranged, for example, you could make your own "long bow" however it would be very basic wood construction, have bad durability, and do bad base damage, buying a "composite crossbow" or finding one from a store would do more damage just based on the fact it was made professionally, your skill level also determines it's effect, if you max your skill, your "made it myself' bow would do more damage then "massively reproduced bows" from before the war, of the same type. In bows/crossbow cases, the arrows add damage, and again, better arrows are more damage. Crossbows have Bolts, not arrows. (and a "Railgun" would exist, as a crossbow, firing heated re-barb)
Customization/enhancements would exist for those with the Tinkering skills, allowing to add Scopes, increase ammo capacity, add silencers, or even just re-paint the thing to a custom color. (rare colors exist as well)
The game would start on a small patch not connected to the world- a good place to learn what your doing without being harassed by high levels. Level cap for this area would be under 10. If you hit 10+ you are forced to leave if you leave "town". On this you can scavenge for basic items, do starter quests to learn how you want to play yourself in the world, and even earn some basic starter weapons based on how you want to play.
To prevent massive abuse, you are also under a very strict Resources Limitation and Carry Limitations, so someone can't just make new chars all the time and end up with thousands of resources to sell or use in the "real world". about 1/10th normal.
If you want to be a thief, you can, however Towns will act accordingly to your bad deeds. If you want to be a blacksmith and not fight all the time, it is possible, but requires a lot more effort on your part.
Gathering resources will gain exp for those of "non combative" classes, such as Blacksmith. "Warriors" will not gain Exp for gathering resources, but can gain in stats just the same as anyone else. (Stats are like Strength, Dexterity, etc) This allows those that want to fight- to have to fight to level up, and those that want to craft- to gather supplies to level up. Harder to gather resources yield more Exp.
It's really rather simple once you have an idea and have drawn out some weapons/armor/monsters.
So, is anyone interested in this? Should I scrap this project? or would anyone like to assist in helping? (no testers please, I need to get working on the game, not have more people willing to do the easier parts)
I have worked on it a bit but really don't have a lot of it done, my original goal was to have a playable Beta by 2012. This is not going to happen on my own.
I had a car wreak, which took out a lot of my information, in fact all digital media was on a laptop that became corrupted, the backup CD's went missing (I suspect my ex-room mate had something to do with this) and I am back to pen/paper planning.
So. It is time to leak some data on the idea, and find out if anyone wants to help, and more importantly, if anyone would be interested in playing.
NOTICE:
If you steal my idea, do it well, and give me SOME credit.
80% of today's teen and low 20's are addicted to WOW. These are staggering numbers when you consider they pay at least 10/month to play.
Using the Unreal Engine, or similar High Graphics, Physix type engine- I wanted to make another "WOW Like" game.
The setting is more on the lines of my favorite game series, Fallout, Post Nuclear Survival, however with some serious twists.
The Great War had unforeseen side effects, such as random mutations (Giant creatures, giant spider, giant scorpion, etc) as well as Fusion Mutations (Squirrel + Bunny, etc) to account for the "monsters" in the game, if the radiation wasn't enough (plagued lands still flowing with radiation and radiation emitting monsters, poisonous plants/water/etc) there is another thing to consider.
During the great war a weapon was devised, but never tested, before it's unleashing. The side effects would prove most devastating (it ended the war) However... those it did not kill immediately, built up an unusual set of symptoms, and died later, only to rise again... "Zombies and Undead kin"
Those that were only barely in contact with the biological weapon showed similar symptoms 20+ years down the line, and have developed there own Race due to how they must survive. Mutation with the biological weapon have caused a need for plasma and other sufficiant life supporting needs, and their bodies are no longer capable of creating it on their own, so they must ingest it from other sources - "Vampires"
Humans that were lucky enough to be far enough away from contamination zones and radioactive blasts formed there own alliance, humans are technologically superior in this matter and can have all sorts of weapons and armor, more then any other.
The set up is rather simple, classes exist in both playable sides (no you cannot be a zombie to start) where the Vampires use medium grade tech and some "Magical Abilities" the humans get balanced by the ability to use full sets of "plate mail" and heavy weapons such as "mini guns"
Vehicles also exist, and most are customizable.
The world is set up where towns are the only place you can see Non Party members, like in Guild Wars, although certain skills may allow you to join someone if you follow them into quests. (for those playing assassins and such)
The game was meant to be heavily skill based and heavy survival base, the human towns are attacked daily by zombies where the Vampires (and off breeds) are not very welcome in the human towns, and vice versa, so Vampires have it harder in life, trying to survive in ruined cities and underground settlements.
Gathering of resources is key for enhancements, and your own "house" would be available, although only to paying members. Houses provide a save haven to store gear, hang out with friends and hopefully if I could get things working, Voice Communication in private.
I wanted Voice Com for Party members at least, as this would be an aweseome built in feature no other MMORPG has, and possibly a Guild Chat as well, with of course the ability to MUTE anyone you don't want to hear.
Weapons would be balanced according to difficulty to use (a common hand gun anyone can fire, decently well) and the Ammunition type (a common hand gun with Titanium AP bullets would do more damage then "common" ammo, in the extreme cases, Depleted Uranium shots would do the most damage.) Most ammunition is basic, not based on caliber, so "hand gun ammo" works on all handguns, where as "rifle ammo" works on all rifles, so it's not hard to get ammo- but its HARD to get RARE ammo.]
Arrows, crossbows, and other "primitive ranged weapons" would exist, but would be extremely wide ranged, for example, you could make your own "long bow" however it would be very basic wood construction, have bad durability, and do bad base damage, buying a "composite crossbow" or finding one from a store would do more damage just based on the fact it was made professionally, your skill level also determines it's effect, if you max your skill, your "made it myself' bow would do more damage then "massively reproduced bows" from before the war, of the same type. In bows/crossbow cases, the arrows add damage, and again, better arrows are more damage. Crossbows have Bolts, not arrows. (and a "Railgun" would exist, as a crossbow, firing heated re-barb)
Customization/enhancements would exist for those with the Tinkering skills, allowing to add Scopes, increase ammo capacity, add silencers, or even just re-paint the thing to a custom color. (rare colors exist as well)
The game would start on a small patch not connected to the world- a good place to learn what your doing without being harassed by high levels. Level cap for this area would be under 10. If you hit 10+ you are forced to leave if you leave "town". On this you can scavenge for basic items, do starter quests to learn how you want to play yourself in the world, and even earn some basic starter weapons based on how you want to play.
To prevent massive abuse, you are also under a very strict Resources Limitation and Carry Limitations, so someone can't just make new chars all the time and end up with thousands of resources to sell or use in the "real world". about 1/10th normal.
If you want to be a thief, you can, however Towns will act accordingly to your bad deeds. If you want to be a blacksmith and not fight all the time, it is possible, but requires a lot more effort on your part.
Gathering resources will gain exp for those of "non combative" classes, such as Blacksmith. "Warriors" will not gain Exp for gathering resources, but can gain in stats just the same as anyone else. (Stats are like Strength, Dexterity, etc) This allows those that want to fight- to have to fight to level up, and those that want to craft- to gather supplies to level up. Harder to gather resources yield more Exp.
It's really rather simple once you have an idea and have drawn out some weapons/armor/monsters.
So, is anyone interested in this? Should I scrap this project? or would anyone like to assist in helping? (no testers please, I need to get working on the game, not have more people willing to do the easier parts)