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Greed Monger - Crafting Focused Sandbox MMO

Discussion in 'Works In Progress - Archive' started by JamesPro, Nov 3, 2013.

  1. JamesPro

    JamesPro

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    Posts:
    509
    Free To Play Crafting Focused MMORPG, Greed Monger, In Development

    On day one of official launch, players will embark on a new land as they are randomly distributed amongst a variety of various landscapes, each with their own prospects for housing, wild life and aggressive creatures. Nothing else will exist, until the player creates it. Each player will be armed only with a hammer and some form of bodily cover as they venture into the unknown in efforts to stake their claim on a new land with endless opportunities for wealth, fame and power.

    Greed Monger will be host to a variety of features focused on recapturing the essence of community found in the early MMORPG games such as Ultima Online. Some of these features include the following:

    Greed Monger Features:
    • Non Instanced Player Owned 3D Housing (Land Parcels Purchased in US Currency)
    • Decorate Your House However You'd Like
    • Every Finished Item In Greed Monger Is Player Crafted
    • The More Land Parcels You Own, The Bigger House You Can Build
    • Greed Monger Is Free To Play
    • No Global Chat, Only Person To Person Above Head Chat
    • Player Vs. Environment Combat
    • Player Vs. Player Combat
    • Fast Map Travel System (Like Runes in Ultima Online)
    • Raid Monsters
    • Full Player Driven Economy
    • Player Written Lore Based On In Game Experiences
    • Community Events
    • Regularly Added Recipes and Plans For New Item Types
    • Charge Players Rent To Access Your Land (For Hunting/Harvesting Rares)
    • Ages Of Time and Technology will evolve with Population and Economic Growth (Into Space age - Different Planet)
    • Ever Growing Housing Style Options For Each Climate.
    • Multiple Climates/Landscapes Will Be Available At Launch
    • Resell Your Estate For Real Money In Our Estate Auction House
    • No Micro-Transactions (GM Fully Supported From Land and Estate Sales)
    • No Pre-Defined Skills Trees
    • Animals Only Drop Materials To Craft Items, Not Finished Items.

    Team Structure:
    Executive Directors:
    • Jason Appleton
    • James E. Proctor

    Game Design Department:
    Department Lead: Jason Appleton
    Game System Design Team:
    Team Lead: James E. Proctor

    Creative Design Team:
    Team Lead: Jason Appleton

    Art Team:
    3D Modelers:
    • Eiwer - Clothen and Armor Modeler
    • Spuke Animation - 3D Modeler / Avatar Modeler

    World Builders:
    Team Lead: James Walsh
    • David Maloney
    • Daniel Rivers
    • Marcel Theiss
    • Storm Anderson

    Technical Department:
    Department Lead: James E. Proctor
    Server Team:

    Client Team:

    General:
    • Stephen Madsen - Aidem Media

    www.greedmonger.com

    Media:





    Skill System:





    Environment Screenshots (Editor Views):

    Climate: Tropical













    Climate: Grass Lands















    Environment Screenshots (Client Views):

    View attachment 49203

    Avatar Renders:

    View attachment 49252

    View attachment 49253

    View attachment 49372









     
  2. JamesPro

    JamesPro

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    509
    Ok For some reason this post is showing up as a blank post when I try to edit it... Oh well here is some new stuff from us:





     
    Last edited: Nov 3, 2013
  3. Ffolrak

    Ffolrak

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    Paul Hemmings aka Ffolrak Tarannon, avid PC games player and PC games creator, just joined the QA team.

    Degree in Computer science from Portsmouth. Computer Programmer by profession since 1977, mostly commercial applications. Owner of Hemsoft Computer Consultants. Designer, Programmer GamesMaster for Championship Football game.

    Looking forward immensely to getting involved in the development of Greed Monger.
     
  4. SupaNovi

    SupaNovi

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    Nov 3, 2013
    Posts:
    1
    My name is Levi, but I'm known as SupaNova online.
    Im an avid PC gamer and tech lover.
    I have also just joined the QA team and cant wait to help out the team by finding those pesky bugs.
     
  5. Thorfinn

    Thorfinn

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    Nov 3, 2013
    Posts:
    1
    Hello I am Thorfinn :) (Árni Rúnarson) I am also an avid gamer who recently Joined the Q&A team. I look forward to seeing you all in game where you will be more than welcome to join my pvp/merc guild which will have the biggest amount of land in the pvp area
     
  6. BFGames

    BFGames

    Joined:
    Oct 2, 2012
    Posts:
    1,543
    Hi i am BFGames, i did NOT join the team! But it looks nice! :D
     
  7. Ffolrak

    Ffolrak

    Joined:
    Nov 3, 2013
    Posts:
    2
    Been designing and building spell effects this last week, great fun :) and helpful as well I hope :)
     
  8. Glader

    Glader

    Joined:
    Aug 19, 2013
    Posts:
    456
    I remember seeing Markee Dragon doing an interview for this project.
     
  9. JamesPro

    JamesPro

    Joined:
    Mar 5, 2012
    Posts:
    509
    Just wanted to give a quick update... Last Sunday we did a Public Stress test and had alot of fun. We didn't get our desired number of People in the test because we only gave a couple hours notice that we were doing the test. We left the Servers online most all week and there was hardly a time that there was no one on. We really appreciate the support and feedback the community is giving us. We are going to be doing 1 last Public Stress test today (Sunday March 23rd 2014) starting at 7pm EST before shutting down our Servers and preparing to launch our Private Alpha Phase. Today's test will be a test to see how well our Server handles our new Voxel Engine under load. Those who take part in the test will be able stick claim to land, Build on the land, Gather Resources, do some basic Crafting, and do some basic Combat. Special Effects for Combat and Resource Gathering will be added through out Alpha so Combat isn't visually appealing at the moment but it works.

    $GM_HouseFoundation.jpg $GM_House.jpg
     
  10. JamesPro

    JamesPro

    Joined:
    Mar 5, 2012
    Posts:
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    It's been a while so I thought I'd post another update.

    Here is a Video showing the current state of GM. We have made a ton of changes. We have moved away from the Atavism MMO Framework for a number of reasons as well as the AtVoxel Terrain engine. We are back using uLink and have gone with a Zoned Game so we can get things launched quicker and then hopefully when we have the time and money to put into creating our own Seamless solution we will do so.