WTF is MYMMO?!
A Sim City inspired city builder where you design an MMO RPG. Design your own mini World of Warcraft and watch as AI controlled players complete quests, refine their equipment, battle dragons and enter the PVP arena for glory. More details on gameplay below.
Single player. Tycoon style. Pure creative freedom.
But first, eye candy!
Combat simulation
Full voxel engine for creating the terrain juuuust how you like it
Role playing. Scratch that Lego-like itch!
An older gif - Players logging in. Swoosh!
Meat n' potatoes
The idea is to mix the strategic elements from games like Sim City, Theme Park & Dungeon Keeper with the lore and theme of an MMO RPG - WoW & GuildWars. Don't let the voxels fool you, this is no Minecraft. The voxels provide a ridiculously simple way to terraform the terrain so you can really dive deep into getting the world exactly how you want it.
The players are simulated. They log into your world (how many depends on your world's rating) and they have three basic needs:
- Adventure
- Social
- Level, status and fame
Adventure: Players need quests and monsters and caves and all that typical MMO goodness. You as the designer need to provide NPC's, design the quests, zone aggro areas and balance difficulty.
Social: Players will want to interact with other players from time to time. That might be telling war stories over a beer at the tavern or ripping each others eyes out at the PVP arena. Eh, to each their own.
Level, status and fame: Players level up. Everyone knows MMO's are all about Classes and Professions. This will need it's own post to fully get into, but here's a teaser of where my thoughts are at:
What I think would be really cool would be that when the Player (By Player I refer to the AI controlled civilians) reaches a certain level they decide whether to become an adventurer - where they branch off to be a Warrior, Hunter etc. Or they become a Crafter, where they become blacksmiths, cooks etc. You as the designer will be able to affect the chance of what they become by building certain building types (like a Kitchen, upgradable with add ons to boost the cook profession's desirability).
Now the adventurer's needs shops with good loot in them, the higher the level they are, the higher tier equipment they need to survive. But shops in this game get their stock from the crafters, who instead of hunting monsters they gather resources, craft items and sell them to shops which fuels the economy. There might even be some end game content such as an auction house, which streamlines the exchange.
So imagine this, you see a warrior fighting a dragon with legendary glowing gear on, you click him and can see he is level MASTER and has the sword "McLovin's Sword of Justice" equipped. You can click McLovin's name and you're taken to the very Player that crafted his sword - A level MASTER blacksmith :D. I'm so pumped about those kinds of interactions and minor details it's unreal.
The classes will have specific traits that affect how you play the game. The Priest class for example will be able to resurrect players, so a possibly strategy could be to spend your money on improving the priest class tech to keep your players from dying.
Current Status
MYMMO has only been in development for 2 months, so it's quite a way off release. I have a day job too (booo!) so it's only worked on in the evenings and weekends. Hopefully I can get a public alpha build out in late spring next year. Details for signing up will be posted here.
I'd love to hear your ideas, what would you like to see in the game? Thought of a good mechanic? Let me know! I'll be reading and replying to every post.
What's done:
- Voxel engine - optimised for performance at large scales.
- Procedurally generated islands.
- Biome support and a few basic biomes.
- NPC's
- Combat simulation
- Level 1 mobs called Jello's ^_^
What's next:
- UI and sound
- Shops and player equipment
Keep up with development
I'll be posting milestone updates here (bi-weekly ish). If you want more frequent updates @aaronjbaptiste is the best place to get them.
@SphexArt provided the animated player model, the Jello mob and some of the building models. Thanks buddy!
and sometimes on YouTube.
Thanks for reading! Look forward to your feedback and reading all your devlogs too.