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ThiefRoad - Developing a Indie MMORPG based on Silk Road!

Discussion on ThiefRoad - Developing a Indie MMORPG based on Silk Road! within the Silkroad Online forum part of the Popular Games category.

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Old   #1
 
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Exclamation ThiefRoad - Developing a Indie MMORPG based on Silk Road!

ThiefRoad - a indie MMORPG based on the ancient Silk Road.

Website:
Tech Demo:

What:
A MMORPG set in the ancient Silk Road. A traditional china grinder with a
triangular conflict between Traders, Hunters and Thiefs.

ThiefRoad will be Silkroad in a modern game engine, with less bugs, better
performance and more focus on the triangular conflict (Trading).

The goal is to be as close to the original game as possible. We will even use
the original assets if there is a way to do that without getting into trouble.

Screenshots:
It won't let me post images here for some reason, but you can see them here:


Why:
It's very simple: I was in love with the old Silkroad Online from 10 years ago,
and nothing ever compared. I have learned a myriad of programming languages and
technologies over the years, always with ThiefRoad in the back of my head. Now
the MMORPG core features are all finished, and it's time to make it a real game.

Tech:
ThiefRoad is developed with the Unity Game Engine and C#. All of the MMORPG core
features were implemented and tested in another project of mine already:

* UI system
* Players, Monsters, NPCs
* Melee and Ranged Classes
* Movement via Pathfinding
* Animations
* Local, Whisper, Guild, Info Chat
* Minimap
* Levels
* STR & INT Attributes
* Skills, Buffs & Skillbar
* Items, Gold & Trash
* Item Drops & Looting
* 3D Equipment
* Player to Player Trading
* NPC Trading & Quests
* PvP Murder System
* Death and Respawning
* Database via XML
* Only 3500 lines of carefully crafted C# Code
* Secure: all Logic is simulated on the Server
* Server can run on Linux in Headless mode
* MMO Camera with Zoom, Rotation, Linecasting
* Login, Character Selection, Character Creation
* Networkmanager to start Host/Client/Dedicated
* Platform Independent: Windows, Mac, Linux, WebGL, Android, iOS, ...
* Free of Deadlocks & Race Conditions

The Website runs in the cloud. We don't have to worry about scaling and
security, this is all taken care of. It also has a commerce module for the shop.

The Patcher is finished already. It works on Windows, Linux, Mac etc.

Art Style:
The Art Style, Mapdesign etc. will be similar to the original game. So similar
that we would reuse the original models if we could do so without copyright
issues.

Open Positions:
* Gamedesigner: come up with every detail of the Kickstarter scene, keep in
close contact with me to talk about what's possible and what isn't
* Community Manager: get people excited, cultivate the forums
* 2D Artist(s): Skill icons, Logo, Website Design etc.
* 3D Artist(s): Environment, Monsters, Players, Npcs, Equipment, Weapons, ...
* Storywriter: lore, quests, website texts etc.
* Mapdesigner: plan and conceptualize the game world
* Special Effects: use the Unity Particle System to create skill effects etc.
* Audio: create skill, weapon etc. sounds and background music.

Roadmap:
Making a whole MMORPG from scratch is an impossible task and we realise that no
one wants to work for free for the next 5 years.

Right now, our plan is NOT to make a full MMORPG, but to create a prototype with
a small city and some environment, 2 monsters, 2 classes, some equipment and
skills. We will fine tune this prototype to perfection without spending more
than a year on it.

Afterwards we will create a kickstarter campaign to crowd fund ThiefRoad. If it
succeeds, then we will use the money to pay team members for the next 3-5 years
in order to make the full game. The full game will have an item mall to finance
further development.

Contact:
If you want to work with us, please email thevisualist555[at]gmail.com with
some info about yourself (who you are, why you want to work on it, previous
work, free time available, etc.)

If you are interested in playing the game, then please visit our forum, get the
conversation started, tell us what you would like to see, share our idea with
others and stay tuned for more info.
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Old 04/20/2016, 16:09   #2
 
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Why Unity ...

Unity is a great concept engine. But it is not capable of running large, complex games. Especially massive multiplayer games ...
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Old 04/20/2016, 16:44   #3
 
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Quote:
Originally Posted by florian0 View Post
Why Unity ...

Unity is a great concept engine. But it is not capable of running large, complex games. Especially massive multiplayer games ...
Why would it not be capable?
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Old 04/21/2016, 22:11   #4
 
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It's hard to see the relation to Silkroad without any visual similarity.
To me it looks like a ready to use MMO framework, but I might be wrong given that you are only developing and not actually build any assets nor copying or porting them.

Silkroad 2 failed really hard and I doubt this community will be able and willing to crowdfund this. (no matter how good it looks or how much effort went into it)

Using none of the original assets (or porting from them) is such a bummer.
I spend a good amount of time digging through the file formats.

XNA (MapMesh *.m)

UE4 (conv. to 16bit grayscale heightmap)
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Old 04/22/2016, 08:35   #5
 
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Update: added SRO style PvP murder system today!

Quote:
Originally Posted by DaxterSoul View Post
It's hard to see the relation to Silkroad without any visual similarity.
To me it looks like a ready to use MMO framework, but I might be wrong given that you are only developing and not actually build any assets nor copying or porting them.

Silkroad 2 failed really hard and I doubt this community will be able and willing to crowdfund this. (no matter how good it looks or how much effort went into it)

Using none of the original assets (or porting from them) is such a bummer.
I spend a good amount of time digging through the file formats.

XNA (MapMesh *.m)

UE4 (conv. to 16bit grayscale heightmap)
This looks incredible! We have to import those assets into Unity and use physically based shading!
I am not strictly against using the original assets, I just don't want to get into trouble. There are several ways to do this (check your inbox).

Silkroad 2 was a disappointment for me too. Hence the motivation to do a better Silkroad 1 with more focus on the triangular conflict. And of course without all the stupid things that Joymax did.

Crowdfunding is secondary. If we get funded, great. If not, I will work on it for free and pay for the servers myself.
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Old 04/22/2016, 19:09   #6
 
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Quote:
Originally Posted by DaxterSoul View Post
It's hard to see the relation to Silkroad without any visual similarity.
To me it looks like a ready to use MMO framework, but I might be wrong given that you are only developing and not actually build any assets nor copying or porting them.

Silkroad 2 failed really hard and I doubt this community will be able and willing to crowdfund this. (no matter how good it looks or how much effort went into it)

Using none of the original assets (or porting from them) is such a bummer.
I spend a good amount of time digging through the file formats.

XNA (MapMesh *.m)

UE4 (conv. to 16bit grayscale heightmap)
Did you code that MapEditor yourself? Where can we get that? o_O
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Old 05/04/2016, 03:04   #7
 
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I was happy to see this till i saw the mmorpg kit available through the asset store in unity being used -__-.
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Old 05/04/2016, 13:47   #8
 
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Quote:
Originally Posted by Guar_dianS View Post
I was happy to see this till i saw the mmorpg kit available through the asset store in unity being used -__-.
What do you mean? I made that kit.

We are still looking for people by the way!
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Old 05/04/2016, 16:43   #9
 
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Quote:
Originally Posted by ThiefRoad View Post
What do you mean? I made that kit.

We are still looking for people by the way!
lol sure you did

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Old 05/04/2016, 17:17   #10
 
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Quote:
Originally Posted by Guar_dianS View Post
lol sure you did

Don't believe me? Compare the demo url from the first post to the 'a patcher is available separately' url from the Asset Store page. They are both the same (my) website
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