Milestone #1 – We have accomplished a couple of things! — February 12, 2017

Milestone #1 – We have accomplished a couple of things!

      Since the beginning, we’ve decided that we would work only with our warrior, until we have a lot of stuff figured it out. So for the past two weeks we were still trying to figure out how the animations would be, regarding to movement and combat. And we have tried a LOT of things. I’ve created almost 20 animation clips only for movement, with sideways movement, backwards, rotations in place, sprints and walks (with or without slopes and angles), but as I started to assemble everything together in the engine, a bunch of problems started to reveal themselves and the movement was not as we would like it to be. We actually found that we were doing TOO MUCH to make only the character move and we were spending a lot of time experimenting different blends, combinations of clips, and working on a lot of movement mechanics that didn’t add anything to gameplay, just made a lot more complicated to create things fast. So I’ve decided to let everything go and rethink all the character’s movement and gameplay.

      Forget about all that 50 animation clips for a character, things like these require a LOT of knowledge, time and resources, and we want to do this quickly without having to spend a lot of time in just one thing in this project, we have a small team, working a few hours per day and there is always going to be something to improve. So we’ve gathered a bunch of references of movements from a lot of different titles, like Diablo, Witcher, Gauntlet, and decided to see what would fit well into the gameplay style we want. And just like that, we quickly had all of our movement done, without needing a lot of clips and it feels just awesome.

      And that was our first goal: Have our character running everywhere… it just feels great and we’re going to show that as soon as we have our combat animations integrated.

combat      And yeah, COMBAT! Over the weekend, we’ve chatted about our combat system and how we want things to be different from MMORPGS (with those target systems and 500 different spells that comes together to create a 1-shot combo). So we’ve decided to test out the basics, including basic attacks and dodges… In this next week you should be able to see some of that stuff in-game.

      I’ve finished a couple of combat animations, as you can see from the GIF above, I’ve created this combo chain, and started other ones as well so we can prototype our combat.


      For the past week, Dertzack has been creating some weapons for our character, and if you haven’t seen them yet, go check it out on his posts, because he also describes how he is creating these assets. The goal here is for him to practice creating 3D assets, texturing, and keeping a low-poly count on all of them, to harmonize with our whole design. Expect a lot more from him.

We’ll also be working with clothes and armors soon, so follow our posts to see when we start releasing those contents.


      We have started working on our first Mob AI, but these are yet to be improved in our whole game concept. Because we’re focusing on how our combat is going to be, we need that to be as clear as possible (and also tested with some ping variety) so we can start designing how the combats with monsters are going to be. We do not want to create a game where you can just destroy everything with 1 spell and kill 10 Goblings with one hit, we want the players to be aware that they have resources to spend on their battles and that missing a skill/spell/action, can be really harmful, so do not expect 1 quest to kill 10 chickens that are just lying around waiting to be killed.

      We’ve also started working on the math part of battle, experience, and training skills. We are trying to create a system that resembles Tibia and Ultima Online, that enables players to train and battle a lot without knowing exactly if they are going to beat one player only by looking at his level, as the level won’t be that ridiculous scaling things that makes a level 50 kill a level 40 with 2 hits and one spell, or tank 100 level 10 because he has 1000x more hp than them combined.

      As for our servers, we haven’t worked on that a lot, as our member that is creating that part is having troubles with his computer, but we’re still trying to have a bunch of players running naked in a blank map, killing each other with basic attacks by the end of next week (it all depends on how much we can work on this project).

What’s next?

      The first goal for the next couple of weeks is to fully develop our combat skills, movement, animation, and the basics of the math regarding the leveling system. We will also work to have a server running in the US Region, so we can test the combat gameplay in a real environment and start working on a map that resembles a battle arena inside a village, so we can have something presentable for our followers.

How can I help?

      Some people started asking us how can they help this project. We are going to create a patreon in the near-future. With a patreon, we believe that we’ll be able to give our followers a lot of things that can improve our work and integrate our workflow with players since the beginning. We’ve also created a paypal donation button that you can donate any amount to help us. You can do that by going to the DONATE page in our header or clicking here:

This is going to be it for now, but stay tuned because things are starting to get interesting!