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This is an approximate roadmap to the places we'd like to end up. Frankly, much of the timing and result relies heavily on how fast we generate community involvement and upon the sorts of people that have the time and inclination to become involved. Check the news page for the latest.

Develop a MMOG and FPS
-- We are actively searching for creative, artistic minds that should be able to devise something better than the typical spawn camp experience

 

Develop an exciting FPS that will help bring the canon to life and to develop techniques, assets, and a team to build the MMOG
Our current focus:
 

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Restructure and develop design doc for new MMOG setting, FPS

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Develop core system: combat, weapons, skills

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Develop core system: Questing, NPC interactivity

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Develop diverse, engaging background with lots of potential conflict

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Develop assets: weapons, terrain/buildings, organic models

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Our current plan calls for a relatively slow implementation cycle. It's important to us that our world be detailed, innovative, and bug-free.

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Share the resources we build, help fuel the indie development community
 

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Avoid big, empty spaces that are there just for the sake of size.
- Avoid big, empty spaces that are there just to keep people online.
  - Stress involvement in a real, functioning world. Relationships. Stuff happens when you're not around... politics change, mobs react, power shifts. Break eggs, make omelette.
  - Variety: Different manufacturers for same item, different stats and models. Modular, player built weapons.
  - Innovate questing that changes on the fly. Stuff to do that isn't like running a courier service. Targets that flee and leave a trail, quests that change dynamically as you pursue them. Automated story-telling.
- Combat should emphasize tactics, whether with hand weapons, vehicles or spacecraft. 
  - Include as many user-adds as possible, maybe even player-uploaded textures and custom object creation system.

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Because the MMOG is based on a constantly developing shared universe, it's a simple, natural process to build resources (art, story ideas, and mechanics) that function for the canon, the FPS, and the MMOG interchangeably. If we're aware of where we're going with things, some of it will "just fall into place" (mmm... yeah... that's how it'll work...)
-- Possible platforms
  - Multiverse. Early beta, alpha tools public.  Pay structure seems flexible enough to effectively and slowly build a fanbase. Large, vocal community with active, intelligent forums. Not bad pay scheme, good "official response" time.
  - Realm Crafter. Looks to be a potentially easy start, though it may be more limited in modability. No license fees or hosting. Custom script and Blitz rather than python/lua/java... boo. Promising resources. Good independently hosted forums with an intelligent community hosted at MMOGMaker.com. Major update coming.
  Torque. Wow. This is currently our favourite because of its flexibility, power, and enormous community. Torque would allow us to develop and spin off single player games that highlight and stress various areas of the MMOG systems. It is a full, mature stand-alone game engine capable of far more than just a MMOG.

 
Build and detail the Canon

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More detail: Technology. Flesh out how the universe works, current and historical tech levels. Focus will be on that which appears in the MMOG and which can be used as resources in other games.

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More detail: History. Convey sense of a changing universe and how it got to be that way. Focus will be on a dirty, abandoned world in the Badlands. The look and feel will be sci fi and somewhat apocalyptic with a definite mood.

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More detail: Art. Art illustrates, makes the background more tangible. Makes the webpage look nicer, too. Focus on low-poly art that can be used interchangeably as MMOG model and canon art.
-- More detail: Writing. Develop historic, background, and atmosphere short stories to build the history and feel of the setting as a whole.