- Miracular Browser-Based MMORPG
- 24 Jan 2012 10:03:00 pm
- Last edited by zzCorrode on 24 Mar 2012 04:22:28 pm; edited 11 times in total
MIRACULAR
The Miracular is the most powerful ancient artifact known to mankind. He who holds it, becomes invisible. Simple as that. No one knows how it works, but if it falls into the wrong hands, empires will collapse.
MIRACULAR is a 2D (Bird's Eye View) browser-based MMORPG with a fantasy steampunk theme + ancient artifacts that give viability for the use of magic. This game does not simply revolve around combat like so many others out there. This game is about stealth. The ability of not being seen or heard is prized above the ability to kill. the goal is not to kill everyone, instead it is to steal intelligence and money. Killing is just an approach, a dangerous one at that, to achieve all of the intelligence and money you need.
Main Goals:
A game that focuses less on combat, and more on stealth.
Cooperative gameplay.
Read on.
Mechanics:
Two modes: Regular and stealth.
Upon entering stealth mode, enemies around you have a color coded cone of vision (approx 70-90 degrees) and a similar colored circle of hearing. The shapes are very transparent but project enough color to be visible so that you don't randomly wander into one. The color coding represents detection, green is not suspicious at all and it turns redder as suspicion increases or you are found out. Suspicious enemies have a higher priority over not suspicious enemies thus if their cones overlap, the suspicious one's displays above the not suspicious one's. Avoiding both of these can get you by any enemy. The skills, below, affect the stealth mode and the length/radius of the detection shapes. The mode also highlights pieces of intel.
Collecting this intel will benefit you. The intel is used to find money, items or lead you to contracts.
It is very difficult to kill people outright so you have to assassinate them or avoid combat as much as possible. If you are ever found out, an alarm is triggered in search for you. You try to get away before they capture you. If they capture you, you lose some money and get teleported to a safe area.
Possible Skills:
All of the skills are numbers from 1-100.
Intel: No inherent effect. Raises as you find pieces of intelligence AND use them.
Stealth: Decreases the chance that an enemy will visually detect you.
Muffle: Decreases the chance that an enemy will detect you by sound.
Assassination: Dampens the noise created when assassinating someone, therefore lowers your chance of being detected by near enemies when performing the action.
Lockpicking: Increases the chance of successfully picking a lock and allows you to pick higher level locks.
Pickpocketing: Increases the chance of successfully stealing items from someones pockets without them noticing.
Hacking: Increases the chance of hacking into magical turrets/sensors and disabling them or even turning them to your side.
Gadget: Allows you to create gadgets (sensors, traps etc.)
Disguise: Increases effectiveness of a disguise, allowing you to blend in to a group of people or impersonate a person you recently killed (you have to get the disguise somewhere.)
Persuasion: Better chance of persuading people to do stuff for you or alter their actions.
Distraction: Increases chance of using a distraction to lure enemies away from your position (throwing your voice, throwing a pebble, etc)
These are it so far, tell me if you want to add more or change the structure of some of them.
Please go to: https://trello.com/b/DlC8eKed for more information on where I am in the making of said game.
Game Website: Under Construction.
Some Information About Game Developement:
Pre-alpha: Basically means that most of the core mechanics and content has not been added. People I know in real life get to participate in this phase.
Alpha: Most of the core mechanics and a core content has been added. For me, this means that I have all of the communication between the server and the clients, an account database, and the skeleton for most of the other mechanics set up. People I know in real life, along with active forum users on here can register.
Beta: All of the core and extra mechanics set up. Most of the core and extra content also added. Later beta phase is testing and bug fixing. Early beta: same as alpha registration. Later beta: Open registration on the game website.
Currently at: Pre-Alpha V 1.0
Basically a chat box on the client that communicates with the game server allowing for multiple people to talk to each other.
Working towards: Pre-Alpha V 1.1
A room in which colored boxes representing players can move around. No interaction yet. The previously mentioned chat box will be on the bottom of the screen with the main area dedicated to the game itself. This lays the foundation for the communication between the server and the clients.
Updates:
Successfully figured out how to send and receive packets of data and distinguishing where they came from. Working on the basic chat server now.
Updating this page and the idea itself. Working on the basic server and client. Testing bytebuffers and channels in java. http://tutorials.jenkov.com/java-nio/index.html
The Miracular is the most powerful ancient artifact known to mankind. He who holds it, becomes invisible. Simple as that. No one knows how it works, but if it falls into the wrong hands, empires will collapse.
MIRACULAR is a 2D (Bird's Eye View) browser-based MMORPG with a fantasy steampunk theme + ancient artifacts that give viability for the use of magic. This game does not simply revolve around combat like so many others out there. This game is about stealth. The ability of not being seen or heard is prized above the ability to kill. the goal is not to kill everyone, instead it is to steal intelligence and money. Killing is just an approach, a dangerous one at that, to achieve all of the intelligence and money you need.
Main Goals:
A game that focuses less on combat, and more on stealth.
Cooperative gameplay.
Read on.
Mechanics:
Two modes: Regular and stealth.
Upon entering stealth mode, enemies around you have a color coded cone of vision (approx 70-90 degrees) and a similar colored circle of hearing. The shapes are very transparent but project enough color to be visible so that you don't randomly wander into one. The color coding represents detection, green is not suspicious at all and it turns redder as suspicion increases or you are found out. Suspicious enemies have a higher priority over not suspicious enemies thus if their cones overlap, the suspicious one's displays above the not suspicious one's. Avoiding both of these can get you by any enemy. The skills, below, affect the stealth mode and the length/radius of the detection shapes. The mode also highlights pieces of intel.
Collecting this intel will benefit you. The intel is used to find money, items or lead you to contracts.
It is very difficult to kill people outright so you have to assassinate them or avoid combat as much as possible. If you are ever found out, an alarm is triggered in search for you. You try to get away before they capture you. If they capture you, you lose some money and get teleported to a safe area.
Possible Skills:
All of the skills are numbers from 1-100.
Intel: No inherent effect. Raises as you find pieces of intelligence AND use them.
Stealth: Decreases the chance that an enemy will visually detect you.
Muffle: Decreases the chance that an enemy will detect you by sound.
Assassination: Dampens the noise created when assassinating someone, therefore lowers your chance of being detected by near enemies when performing the action.
Lockpicking: Increases the chance of successfully picking a lock and allows you to pick higher level locks.
Pickpocketing: Increases the chance of successfully stealing items from someones pockets without them noticing.
Hacking: Increases the chance of hacking into magical turrets/sensors and disabling them or even turning them to your side.
Gadget: Allows you to create gadgets (sensors, traps etc.)
Disguise: Increases effectiveness of a disguise, allowing you to blend in to a group of people or impersonate a person you recently killed (you have to get the disguise somewhere.)
Persuasion: Better chance of persuading people to do stuff for you or alter their actions.
Distraction: Increases chance of using a distraction to lure enemies away from your position (throwing your voice, throwing a pebble, etc)
These are it so far, tell me if you want to add more or change the structure of some of them.
Please go to: https://trello.com/b/DlC8eKed for more information on where I am in the making of said game.
Game Website: Under Construction.
Some Information About Game Developement:
Pre-alpha: Basically means that most of the core mechanics and content has not been added. People I know in real life get to participate in this phase.
Alpha: Most of the core mechanics and a core content has been added. For me, this means that I have all of the communication between the server and the clients, an account database, and the skeleton for most of the other mechanics set up. People I know in real life, along with active forum users on here can register.
Beta: All of the core and extra mechanics set up. Most of the core and extra content also added. Later beta phase is testing and bug fixing. Early beta: same as alpha registration. Later beta: Open registration on the game website.
Currently at: Pre-Alpha V 1.0
Basically a chat box on the client that communicates with the game server allowing for multiple people to talk to each other.
Working towards: Pre-Alpha V 1.1
A room in which colored boxes representing players can move around. No interaction yet. The previously mentioned chat box will be on the bottom of the screen with the main area dedicated to the game itself. This lays the foundation for the communication between the server and the clients.
Updates:
Successfully figured out how to send and receive packets of data and distinguishing where they came from. Working on the basic chat server now.
Updating this page and the idea itself. Working on the basic server and client. Testing bytebuffers and channels in java. http://tutorials.jenkov.com/java-nio/index.html