Howdy guys. If anybody recalls from my previous posts here in Other Games, I've previously worked on a game called Project Terra. This was a game set in 200BCE where you could roam the world of Earth in a top-down MMORPG - this turned out to be an inconvenient design.
After a few reworked ideas, I and a friend are now working on it's descendent, The Ancients.
The Ancients is a game set in a generated world. The world is split into areas, and each area is hosted by the players, though there can be numerous servers for each area. As a result, the player can customize his world to an extent of "My servers only", "My friend's servers only", "Official Servers only", "Random server every day!", "Favourite servers"... etc. You get the idea.
Furthermore, the creatures are generated; heads, legs, arms, tails, wings - all of which effect their appearance, statistics, abilities, attack styles and behaviours.
- The idea of the game is that the player can, in one scenario, simply build a hut in the wild and live off the land. Or, the player could start the building blocks of civilization, build houses, attract NPC ("Actor") migrants and start a civilization, governed by personalised governments, laws, rules, punishments and personalised castes.
- Every actor, including the player, have Sims-like needs; hunger, thirst, rest, bladder, hygiene and social. These will need to be tailored to the actors in your civilization.
- Actors will, given caste permission, design the city for you, and with given funds and resources, build it. Actors will set up businesses; market stalls, shops, inns, taverns... they will go out and find resources, starting up a mining business, or find a fishing spot to bring fish to his store.
- Actors grow old, give birth and die. Start a family and have your legacy continued - but alas, watch as your children die of old age.
- Diseases are generated. It's down to you, or your local doctor actor, to learn to recognise symptoms and discover cures.
- Combat is split into three categories;
- - Duel: Duels are advanced paper-stone-scissors, where two players/actors can fight it out, man-to-man.
- - Battle: Battles are turn-based tactical systems. Actors in your party will fall under your control, and you could be ambushed at any moment - persuading the use of formations whilst passing through the wilderness.
- - Large Scale Battles: A large-scale battle is expected between clashing large groups, guilds or civilizations. These work as regular battles, but across multiple "Fields". At the back-ends of each fields are commanders who can place down "Waypoints" that given commands to the players/actors in the battle to follow - Attack here, hide here, defend here, ambush here, attack this guy, help this guy, etc.
- Players can design their own gear, right down to the materials used. The world is made up of 30 or so rocks, some containing a % of ore, some not. These, plus wood, stone and other such materials, can then be crafted into weapon and armour components (Hilts, crossguards, blades; axeheads, hammerheads; shoulderpads, breastplates), which are then "Put together" to design a whole new piece of armour.
- Armours have a "HP, Soak, Deflect, Bleed Chance, Dodge Penalty" system, which in conjunction with players' very low health, mean that players must learn to rely on dodging, protecting himself and being skilled in weapons to avoid being hit. A strike from a hammer or a steel sword *will* hurt.
- Players can do so much more than "Combat animals" to hunt them. Set pitfalls, snares, bait traps and a number of other such devious designs to attract and make hunting a literal "walk through the... forest", picking up the corpses of - or finishing off - trapped animals.
- Sail the sea. This is something I've been wanting in an rpg game for a long time. Build your own ship and then take it to the high seas. From a tiny little hollowed out semi-sphere that floats well on the river, or a grand three-mast battlecruiser. Purpose being either for carp-fishing, giant-monster-fish fishing, trading or warfare. Awesome.
In any case, that's a few of the ideas that I can think of. It's all documented, and we're pretty excited to see this completed. We update the Devblog every 1-3 days, depending on advancements made throughout the day.
Website:
www.theancients.euDevBlog:
www.theancients.eu/DevBlog/Forum:
www.theancients.eu/forum/Twitter:
www.twitter.com/AntiquityGames/Skype: azkanan
Nest Sites, used to track the population of local species.
Different rocks found through the world, some you've possibly never heard of, but are real.
Random creatures, most of them use the same body, but have generated attached parts.
An early demo village, flora are truly outdated.
Generated "bladed" weapons, all are possible combinations.
Three generated "Small land creatures" possibilities.