Search Unity

[WIP] [Pre-Launch] Forsaken Legends - Procedural Sandbox MMORPG

Discussion in 'Works In Progress - Archive' started by HolyFireGames, Feb 24, 2016.

  1. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Hello! My name is Bobby from Holy Fire Games. I'd like to introduce you to our game Forsaken Legends!


    We’ve actually been working on the game since October of 2015, but we’re just now giving everyone a first look into what we’ve been up to. Let’s start with a few screenshots and some background information about what Forsaken Legends actually is…

    The best way to describe our game is a Procedural Open World Sandbox Action MMORPG. That’s quite a mouthful :)

    Important Links:
    Our social media accounts are pretty baren right now, we just launched them! They'll start to come alive now though. Communicating with our community and getting feedback is super important to us.

    Game Overview:


    Here's a few screenshots, all menu's are still a WIP for art.



    Some features of the game:
    • Nothing is static with the economy. Prices vary by supply and demand. Auction houses and player created quests all contribute to the economy.
    • Don’t want to grind for resources that you need? Nothing on the auction house? No problem! Players can create their own quests that will allow other players to collect resources and sell them to the player for a set reward.
    • Full guild support and management options.
    • Battle epic bosses (open world as well as instances)
    • Fluid real-time combat. Our targeting system is a mix between free form and target-based combat. Keeping on the move is essential in Forsaken Legends.
    • Fully persistent worlds. (more on this later)
    • Fort/base building. Own your own plot of land to build the base of your dreams.
    • Crafting. Craft everything from weapons and armor to siege weapons and base defenses.
    • Skill System. Players can learn multiple skills such as fishing, cooking, blacksmithing, alchemy, and more.
    • Procedural Worlds. Explore endless worlds with vastly different biomes. Travel through dense forests, open plains, oceans, mountains, and more seamlessly in one world.
    • Full day/night cycle that varies on each world along with celestial objects that liven up the night sky.
    • Procedural Loot. Not only are the worlds procedural, so is the loot you can find. You’ll be able to influence the type of loot that drops for you based on skills you can choose and level up.
    • And lots of other features we think our players will love!
    One of the coolest features that I think players will love is the ability for guilds to build their own fortress, on their own plot of land. All guild members will have access to their guild’s base, and user levels will determine what they can do there. Once your fortress is ready, you can challenge other guilds in a battlefield. Both teams will try to destroy the other guild's base through siege weapons (that the guild must craft together before battle), ground assault, mounts, and any other means they can come up with to destroy their enemy’s base. This is just one of many PvP battlegrounds we plan on having available in Forsaken Legends. We’ll have other familiar PvP modes as well as other unique modes for our players to enjoy.

    For those players who like to focus on PvE, we've got some awesome features as well. Players get their own plot of land to build fortresses. Players can trigger enemy attacks against their base in an instanced battlefield to earn rewards without actually having any damage done to their base. Team up with friends, or tackle the enemy hordes on your own!

    Players will be able to explore endless worlds searching for valuable loot and world bosses. Explore with a party or solo and never see the same thing twice.

    We’ve already got a super solid foundation for the game completed. Combat systems are completed, and our construction system will be completed soon. Our networking solution is also completed, built on top of the new Unity Networking system. We have a fully-authoritative server in place, and movement is as smooth as can be.

    We have been working with an awesome group of people called Ironbelly Studios ( @ironbelly ) for all of our armor assets. If you’re in need of any art for your game, you should check them out!

    Simply put, Forsaken Legends already looks amazing, combat is a blast, and fully procedural worlds are ready to be explored!

    We will be continuously adding to our development blog, both here and on our website, with everything we’re working on. We look forward to working directly with our community and allowing you all to shape the direction that our development goes. After all, we’re building this game for you, so your feedback is super important to us!

    What we'd love to hear from you all is what are your favorite features about MMORPG's, and your least favorite features. We're curious to see if we think alike :)

    Visit ForsakenLegends.com to learn more about our game.
     
    Last edited: Apr 19, 2016
  2. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    Lead developer here! Feel free to ask any questions if you have them.
     
  3. SirStompsalot

    SirStompsalot

    Joined:
    Sep 28, 2013
    Posts:
    112
    Super impressive looking game. The cats at @ironbelly are rad and I love the TerrainEngine usage.

    Following thread. This looks right up my alley.
     
  4. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    @SirStompsalot - Thanks :) I'll be posting more today with updates to the sky, and a few environment tweaks we're working on. I should be able to get some video of our enemy AI at work as well.

    --edit 4/4/2016--
    We decided to move away from a voxel solution. Check out this video to understand why. What we're able to do now definitely makes up for it!

     
    Last edited: Apr 5, 2016
  5. PhoenixRising1

    PhoenixRising1

    Joined:
    Sep 12, 2015
    Posts:
    488
    Looks very nice and polished already. Great animations and smooth transitions.
     
  6. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    @ephemeral life - Thanks :)

    Here's some screenshots of the night sky with galaxies and nebula's mixed in, with one sun set as well.

    I'll record a video of enemy combat / AI tomorrow so everyone can see how that works.


     
    Last edited: Apr 14, 2016
    RavenOfCode likes this.
  7. HardlineMedia

    HardlineMedia

    Joined:
    Feb 26, 2016
    Posts:
    2
    Very impressive stuff so far I'm really looking forward to hearing more about this, keep up the good work :)
     
  8. nosyrbllewe

    nosyrbllewe

    Joined:
    Oct 18, 2012
    Posts:
    182
    Sounds like an exciting game. I will keep an eye on it.
     
  9. ManHunterITA

    ManHunterITA

    Joined:
    Sep 3, 2013
    Posts:
    341
    What about networking? How you're facing it? Which technologies are you using about this aspect?

    Nice job, anyway! :)
     
  10. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    We're using custom code built around Unity's own UNet running on some powerful Linux boxes.

    Thanks for the kind words :)
     
  11. GameTechnix

    GameTechnix

    Joined:
    Oct 5, 2015
    Posts:
    84
    Love the look of the game so far and the action elements.
    Just a quick question, how do you get out of tunnels if you dig too deep? Can you get stuck down there?

    On another note, I would love to see burrowing under castle walls to attack the enemy inside.
     
    KyleOlsen likes this.
  12. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Thanks for the comments :) If you dig down, you'll eventually hit a solid plane that you can't dig through, and then at that point you can work your way back up. We also have a few ideas around teleporting to other players and things like that.
     
  13. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Here's a quick video that shows off a little combat action. It also shows our admin tools Kyle put together to help us test quick features out such as changing weather, teleporting, resurrecting, and changing time of day.

    Next video will feature our procedural loot generation or some more environment work :)

    Thanks, and as always, all feedback is welcome!

     
    RavenOfCode and KyleOlsen like this.
  14. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Here's a short video on how we're generating loot for Forsaken Legends. All items are based off of a 'base item', and then procedural stats are generated at the time an item is looted. This allows us to have items players can equip that will allow loot to be geared towards whatever stats they want. For example we could have an item that would give 50% chance to have any item dropped have agility on it, or any combination of stats. Check out this video and let us know what you think!

     
    RavenOfCode likes this.
  15. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    Sorry about the voice quality and not being able to hear the other people in the video. We'll have our video capture setup working better for the next one.
     
  16. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Our latest video talks about our LOD system, new water, our terrain setup, and more! Be sure to let us know your thoughts.



    If you're interested in learning more about how to get access to the game early on in development be sure to visit our site and sign up on our forums.

    Next up is our construction system!
     
    BillySmith12 and RavenOfCode like this.
  17. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    We're looking for a group of players to help us play-test very soon here. If you're interested in checking out our game before anyone else see's it, go to http://www.forsakenlegends.com/community and sign up on our forum. We're going to be communicating about our play-test sessions through our forum, and anyone with an account will be notified and allowed to participate. This is of course free of charge :)

    We're hoping to gain valuable feedback before going to the public with a fund-raising campaign, and would love for you offer your feedback on our game play, graphics, combat, and other systems.

    Thanks!
     
  18. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Here's a few pictures from the next upcoming video update. We're honing in on the environment look we're trying to achieve, testing out our building/construction system, and working on the ambiance/lighting for different times of day. Check out these screenshots and let us know what you think :)







    We'll be posting an update video this week to show off the new environment, monsters, and construction system.
     
    RavenOfCode likes this.
  19. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Hey there, just finished up recording a video that shows the new environment, building/construction, and more :) Check it out and let us know what you think!

    We're getting closer to a closed alpha play test, if this is something that you'd be interested in be sure to register on our forums to gain access. We authenticate through our forum software, so you'll need a forum account to play the game.

     
    RavenOfCode likes this.
  20. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    869
    This looks really cool! Will there be the option to rotate your foundation? It seems that rotation would create many more options for buildings, even if it was only rotateable by say 45 degrees.

    Keep up the great work! :)
     
    KyleOlsen and HolyFireGames like this.
  21. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    @RavenOfCode

    Yes! This is on my to-do list tonight. When an object is being placed and isn't on a snap point it will rotate with your player, giving you the ability to decide how your building will be rotated.


    Edit: It's in and working great now :)
     
    Last edited: Apr 19, 2016
    RavenOfCode likes this.
  22. ikefrc

    ikefrc

    Joined:
    Jul 3, 2012
    Posts:
    81
    What networking are you guys using. Also that terrain looks really nice, did you make it yourself?
     
  23. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Hi there, we're using UNET, and Map Magic to help build the terrain dynamically. It supports the endless procedurally generated terrain :)

    The textures are from GameTextures.com

    Thanks!
     
    KyleOlsen likes this.
  24. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Today's update shows the first look at boss fights and the style of combat that we're using for Forsaken Legends. We also show the art style for the monsters that will be in-game. Check it out and let us know what you think!

     
    KyleOlsen and RavenOfCode like this.
  25. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    We've just started our pre-launch campaign! We've also created an entire playlist of videos that cover every aspect of the game. You can view the entire playlist HERE

    Here's an embed for the game's overview video as well:



    We've put a ton of effort into Forsaken Legends so we'd love to hear your feedback on the direction the game is going, and your overall view of the game. Thanks!
     
    RavenOfCode and KyleOlsen like this.
  26. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Hello everyone, we've just released a new combat video. It shows some PvP and PvE action :)



    We'd love to hear your feedback, thanks!
     
    KyleOlsen and RavenOfCode like this.
  27. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    I recorded an update video today of the new features we've been working on. Let us know what you think :)

     
    KyleOlsen and RavenOfCode like this.
  28. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Here's an update showing Kyle's work on our navmesh for buildings. We're allowing our mobs to navigate through multi-story buildings to hunt players down. Nowhere is safe in Forsaken Legends! That is, unless you have plenty of AI hired help and turrets guarding your fortress :)



    We'll have a video update soon showing how wolves move through player created bases!
     
    99thmonkey and RavenOfCode like this.
  29. ToshoDaimos

    ToshoDaimos

    Joined:
    Jan 30, 2013
    Posts:
    679
    Scope of this game is HUGE! I hope you have enough manpower and patience to pull it off! :)
     
    KyleOlsen and JayM15 like this.
  30. JayM15

    JayM15

    Joined:
    Apr 13, 2016
    Posts:
    27
    The game features look amazing even in it's current alpha/beta state....So how are you guys gonna deal with lag? I'm guessing because of all the different servers there must be quite a bit of lag....
     
  31. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Thanks! We're just breaking features down into smaller tasks, and tackling them in whatever order makes sense. It seems like a very solid way of moving forward at a consistent pace so far.

    Thanks, there isn't much lag at all due to the way the server technology is setup. I'd recommend checking out https://improbable.io/ to learn about their SpatialOS platform. Currently we're running on one machine, so we're not fully integrated into their platform yet but that will come very soon here. Their system is very easy to work with from what we've seen so far.
     
    RavenOfCode likes this.
  32. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Here some new screenshots of a little base in the middle of a lake I was playing around with. :)









    Development is coming along nicely. We're focusing on visual and audible feedback for the combat systems now so players will have a better understanding of what their spells and melee damage is doing!
     
    RavenOfCode likes this.
  33. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Here's a video that shows the base I showed images of yesterday along with someone trying to build a base to reach the stars :)

     
    RavenOfCode likes this.
  34. PhoenixRising1

    PhoenixRising1

    Joined:
    Sep 12, 2015
    Posts:
    488
    What trees are those? Also the graphics look mighty impressive.
     
  35. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    Hey there thanks, we're using SpeedTree's. Douglas fir and giant redwood.
     
  36. ikefrc

    ikefrc

    Joined:
    Jul 3, 2012
    Posts:
    81
    Looks great, I'm also currently messing around with server side AI pathing/navmesh. Any details/tips/experiences you guys could share?

    Btw that grass looks great, is that volume grass?
     
  37. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134
    I'll tag Kyle here - @KyleOlsen He will have a much better understanding of it. :) For the grass, it's just standard Unity grass. Thanks!
     
  38. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    ikefrc likes this.
  39. ikefrc

    ikefrc

    Joined:
    Jul 3, 2012
    Posts:
    81
    Yep server is unity. Thanks for the link, that seems like something that can work for me. Hopefully it really is capable of handling "hundreds of units" with adequate performance as it advertises. Is it handling your dynamic objects well (such as buildings)?
     
  40. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    @ikefrc Apex has a built in load balancing system in case your server becomes overloaded with path requests. Apex also allows you to bake navigation meshes at runtime with ease.

    Yes our buildings are dynamic obstacles in the Apex system.
     
  41. HolyFireGames

    HolyFireGames

    Joined:
    Apr 23, 2014
    Posts:
    134

    Here's a quick video update on the new combat feedback systems that we've implemented. Combat is easier to understand now as you have scrolling combat text, particle systems, and audio for every skill. Any feedback on the systems would be great!

    Remember, you can get instant access to Forsaken Legends and start playing right away through our prelaunch campaign.

    You can learn more here - http://www.forsakenlegends.com/prelaunch
     
    99thmonkey and RavenOfCode like this.
  42. 99thmonkey

    99thmonkey

    Joined:
    Aug 10, 2012
    Posts:
    525
    How did you set it up so that you have different foundations and such that the player's can choose from? Any chance you could explain your process? I have uConstruct as well. Also, your game looks fun!
     
  43. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    @99thmonkey If you're talking about how we select the building pieces for placement, players press a button to enter "build" mode where they can then press number keys on the keyboard to select specific building parts.

    Thanks for the kind words :)