What do we have so far?
- Working network backend that has been user tested for over a year
- Interchangeable ability FPS combat system modified by gear
- Configurable AI state machine that responds to players and buildings
- Simple and Minimal UI
- Survival and RPG mechanics, RPG stats provide meaningful change
- Handcrafted world map with 4k textures and a day night cycle
- Players can host servers or play LAN
- Adjustable rule set for thing like PvP, loot dropping, and other modifiers
- Open world harvesting with enemies and points of interest strewn about.
- Simple questing system and pvp ranking that we currently disabled
What do we plan on adding?
- More tower defense mechanics and expansion of building system
- Server wide events that require the whole server working together to unlock
- Player generated content using things like Steam Workshop
- Procedural dungeons, hand crafted raids, and world bosses.
- Titles, Achievements, and Mounts along with PvP events and/or battleground
So the main systems are good?
We plan to continually iterate and improve them all. We designed the systems so we know the in’s and out’s of everything. And to the ones we didn’t we contributed to their Github.
Our first focus so was on the networking. And after several years of study, trials, and user testing we know what we can actually do with multiplayer experiences. We won’t promise the moon, but what we can do is pretty amazing.
Amazstrophic’s Co-Founder Anthony Eckert
Our goal is, and we believe we can already support this, is a few hundred players spread out in an open world, huge player built towers, and lots of action abilities going off while fighting waves of enemies. We know the predictable bottle necks and how to adjust them as we go. That’s why we spent so long iterating on solutions. We learned the boundaries of existing network protocols and the limits of Unity3D in such settings.
When it comes to the ability system the focus needs to be on polishing existing abilities. We have several different types of “movement” for abilities and these might need to be adjusted depending on metas that come forth. The effects system and RPG attributes and an additional layer of choice for your player and will continue to add to both.
Lets not dive in too much into the other systems, separate post are incoming But it should be clear that the basic systems are running well together and should provide a nice combination of gameplay loops. With that taken care of let’s talk about the things we need to improve on.
What is just placeholder?
Depends. Below we show what assets we have that are obtained from a Unity store license or obtained from a Creative Commons license. The game is currently bootstrapped as we only have personal funding at this moment. Below would be items we could contract or hire for.
We use these licensed items –
We use these Unity Store assets –
- Player model
- Enemy model
- Some ability effects
The art license we used for the concept art that help inspire us, and also used in places like loading screens, is from two different artist who licence their art on Shutterstock.
The above has been called placeholder based on that fact anyone can pay for them and use them too. Our hope would be player generated content would replace some of these. We think these can be addressed with minimal friction.