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I know, it sounds crazy.
It started off as a stupid simple FPS game (Pixel Z), and I just kept adding more and more mmo type stuff..
And here I am now.. making an mmorpg lol.
So I came here to see what you guys think? It would have been awesome to go to PAX... but life.
The Legend of Kilgore
It's a pixel art styled game. Sounds crazy huh... it's actually turning out to look really really cool. I am using the Atavism framework. I have had a Veterans license for over a year now, and never really used it. But Jac and the team are really adding some nice and very tough to do features (full nav mesh)
So, visit, return, comment.
It takes a lot to hurt my feeling, I am a big boy lol. Lay your comments and suggestions on meh!
And for the love of God.... don't put me in the same boat as Jason/Greed Monger. Atavism has him banned from there as well.
Some pics for you to pick apart
The Legend of Kilgore - http://www.thelegendofkilgore.com
Comments
first question
How will you differentiate this game from Minecraft? The image on the site looks just like MC except for the mountains not being blocks
You know. You are 100% right and I HATE it lmao.
When I started to do Pixel Z, Minecraft was the last thing on my mind. I grew up in the 80/90's. So pixel games are just normal for me.
Then, like you, I noticed that it was starting to look like minecraft..
Then I also noticed... I am making a pixel based game. These were here loooooooooooooooooong before minecraft came around. (not to mention, Infiniminer was before minecraft)
This is what pixels in 3D space look like. Nothing anyone can do about it.
Anyways, I have stared at my screen for soooo long. And to be honest, the best and only perfect way to do characters, is to make them look like freaking Steve lol.
Powers of 2 are the best way for me, or anyone else, to model a pixel based model.
As far as it being different from minecraft? I don't think you read much of the site.
The Legend of Kilgore - http://www.thelegendofkilgore.com
What does "pixel-based" even mean? Or does it mean anything, beyond your attempt at finding a description for what you're doing? All games have to have pixels, as there's no other way to draw them on a monitor.
The grass doesn't have any depth to it, so it's not voxels like Minecraft. It looks like you're using very low resolution textures with the options to interpolate between texels turned off.
Anyway, good luck with your game.
Yes and no....
The game is "playable"... is there anything to do? Not at all lmao. It's pretty much a running simulator. But nearly all systems for an MMORPG are done. I just have to come up with a good story... and skills.. and factions... ugh.
The amount of work that goes into an mmo is... nuts. I mean, I knew there was a lot, but I swear, the light in this tunnel is so damn tiny.
I am going to open a alpha section in the forums for alpha testers tonight.
The Legend of Kilgore - http://www.thelegendofkilgore.com
ok..
And hey now... I made that grass in photoshop :P
The Legend of Kilgore - http://www.thelegendofkilgore.com
Another thing...
I am getting a strong feeling that NO ONE is even going past the first image.. that image is also on a rotating image... so there are more.
I only say this... cause some of the responses make no sense. There are plenty of voxels... and the textures are pixelated.
Ill just post the pictures here too.
The Legend of Kilgore - http://www.thelegendofkilgore.com
Game isn't pixel based.
And for those of us who enjoyed pixel graphics back in the day, we know that pixel graphics on a CRT were not nearly as blocky or details as what we see today. There was a dinstinct blue to everything that made many of the edges seem very smooth. The colours also bled into each other. Today's pixel graphics in no way represent what we actually played on the NES, SNES, Genesis, Master System, and many more.
Also, is this actually an MMO, or just an online game with a persistent world? Or is it just an online game? Like... will people eventually see a massive number of people playing in it? Or are you one of those who doesn't know what an MMO is? I don't want to test out a game to find out its 32 players when I am looking for an MMO.
Ya, I also think you are doing a great job OP! I wouldn't have a clue on how to do that stuff. If you need help or knowledge in cleaning lint out of a belly button, PM me and I can help with that.
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
I love the look of your trees! The game looks impressive for an indie project.
The game description says that it is a sandbox, how much control of the actual game world are you giving to players? What do you envision a high level player doing on an average day?
Also, you have a minor typo in the professions list I assume Minner is supposed to be Miner.
Thanks for the support guys
There are two main worlds. Kilgore and the Player Plot world (still working on a name). You buy one of 3 sized plots (gold) and you start building!
Building is done by placing blocks that you have crafted or obtained from resource nodes in Kilgore. It's not craziness like it is in minecraft. You just don't walk around building and griefing lol.
Ill work on a section of the website that show exactly what it will be like. You will be able to invite friends to help build, make PvP arenas or even make mob arenas. Your plot will also be your own bank. You'll be able to craft storage blocks and store all your gear and items there.
I for one... hated Banks. Guild banks are cool, but teleporting to your plot and storing your items is a pretty cool idea.
With that, you can see that I am not interested in making a cash cow F2P game. The model will be like GW2 (which I love).
Pay once, play forever.
In game shop will have buffs... apparels... stupid stuff lol. Since I am a one man team... my overhead is near nill. So new content releases will always come.
Also, thanks for pointing out that typo For now on, I'll ask the wife to proof read for me lol
The Legend of Kilgore - http://www.thelegendofkilgore.com
Another thing to add to this, the game will consist of one main isle. Kilgore. That island is over 15Km x 15km. Getting off the island requires a boat or you can use teleport stations (Kilgore Transit Authority).
When you leave the island on your little boat (It's cute, I just modeled last night lol) you will be able to see "shitty" versions of other islands. This way, you know what direction to go in. But then, once you leave the area of Kilgore, you will be put into what I call "The Black Sea".
The Black Sea is just another instance all by it's self, with all of the islands around you. You travel to the island you want, and once you in range of that trigger (dev term) you will be put into that islands instance and you can continue to sail to the island and land.
The Black Sea will be fun to sail around in. Deadly sea creatures will try to attack you will be able to use your boats winch and try to find some loot on the bottom of the sea. And yes.... I am using the idea from Wind Waker lol. I am also pondering the idea of open PvP in The Black Sea... but I don't know yet. I need to hear from people on that first. Maybe you can set a buff that enables you into open PvP. Not sure.
Most of the islands will be very large and with no loading zones.
Darkon Island is over 120Km x 120Km. Thanks to occlusion culling, loading zones are just a thing of the past and the only loading scenes you will see are when you go into an actual instance. PvP arenas, PvE arenas, Rraids, Dungeons, and so forth.
I'll be working more on the site and adding a lot more information
Thanks for the support! Keeps me going at it. Doing this alone is really tough, but it's also very very fun. Whenever I get something programmed and it works, I almost always do the field goal post lol.
The Legend of Kilgore - http://www.thelegendofkilgore.com
Sounds like what A Tale in the Desert did. Out of storage space? No problem: build another huge chest. Unless you're out of bricks to build a huge chest with.