The Worst Quest Ever....

by Jeromy Walsh 28. March 2009 08:43

After yesterday's post about needing 70 quests for LGO, the community members and I were discussing storylines and possible themes we could use to make writing quests more entertaining for the general population.  The theme we've decided upon is "The Worst Quest Ever..."

Basically, all the quests in LGO will be pulled from the list of the worst things we can imagine doing, and then divided up between the "good side" and "bad side", with the good side having quests that take advantage of them, while the bad side has quests that take advantage of other NPC's.

Some example quests include:

* "My dog and I took a walk and I forgot my plastic bag at home, can you go around town and scoop up the poo?"

* "I've lost my chicken and would like you to find him.  He was last seen trying to cross the road back into town."

* "Last night at dinner I somehow left my purse on the table and I'm afraid it was thrown out with the trash...can you go dig through the trash behind the pub and find my purse."

* "Every day those geeks come into the school yard and think they're so much better than everyone else.  Go beat up X geeks and take their lunch money as proof." 

Or the quest chain...

* "I've gotten pregnant and don't know how to tell my boyfriend he's not the father.  Can you do it for me?"

followed by:

"Oh really...go kill the father..."

Which ends in:

"Sorry dear, your boyfriend left you."

As stated yesterday, you can find the Quest Posting Format here.  Make sure to use that format when submitting quests to the Quest Forum. Ok, let's see what you can come up with!

Discuss this news item Here

Ready, Set, Quest!

by Jeromy Walsh 27. March 2009 13:01

With the separation of LGO and Chronicles of the Five Kingdoms I've re-organized the forums and made it easier for people to see what types of assets I'm looking for, for Programming an MMORPG in C#, and where to put them.

As usual I'm still looking for any Concept Art people may wish to submit for classes, weapons, armor, environment objects, city overviews, etc...  While I may or may not end up using your artwork, the website's getting hit by a couple hundred people a day right now so it's still a good opportunity to have your artwork put before others.

I'm also going to be looking for 3D modelers soon.  As our collection of concept art grows more rapidly we'll need 3D environment modelers and Character modelers to turn the concept art into reality.  

Finally, I've created a special place for people to post quest ideas on the forums.  I know Meg and Aaron are currently in the process of coming up with a stub story for LGO, but even without that, quest ideas are welcome - just make them general enough they could fit in any world.  I've created a full description of the format required for quest submissions Here.  If you have a quest idea, make sure to follow the format used in the previous thread and then create a post Here.

Per the table posted in the Game Mechanics thread there will be a total of 70 quests for Level-Grind Online, divided up between 4 classes and 4 zones (1 for each faction, and 2 'contested'). The quests break down as follows:

29 Regional Quests Per Faction (x2 = 58)
3 Class Quests Per Class (x4 = 12)

If you need help coming up with ideas for your quests, Cameron posted a nice thread with different quest types Here, which you can use for inspiration. 

Regional Quests
Each faction will have a starter zone which has monsters and quests in the range of levels from 1-6, and then a secondary zone which has monsters and quests in the range of levels from 6 through 10. The two secondary zones are adjacent, requiring a person from one faction to cross both contested or "neutral" zones, depending on server settings, in order to get into the opposing faction's land.

Per the chart in the Game Mechanics table the quests will be broken down as follows for each of the two factions:
Level 1 Quests (Zone 1): 1
Level 2 Quests (Zone 1): 2
Level 3 Quests (Zone 1): 2
Level 4 Quests ( Zone 1): 3
Level 5 Quests ( Zone 1): 3
Level 6 Quests ( Zones 1 and/or 2): 4
Level 7 Quests ( Zone 2): 4
Level 8 Quests ( Zone 2): 5
Level 9 Quests ( Zone 2): 5

Quests may be solitary or chained together with other quests. These can be other quests you provide, or continuations of a quest that someone else has already posted. All quests should be posted in the format listed in the above thread.

Class Quests
Each class will have three class quests, available at levels 3, 6, and 9. All three of the quests are obtained in one of the two contested zones but requires travel into the other. Which zone the quests starts in is unimportant but can be dictated by the nature of the quest or geography. Each class quest should somehow emphasize the skills of the class. All quests should be posted in the format listed in the above thread.

Discuss this news item Here!

New Rogue Concept Art

by Jeromy Walsh 23. March 2009 12:19

After re-focusing our efforts to allow easier customization for Programming an MMORPG in C# with XNA we decided to ditch our previously defined classes, or rather, re-use them in Chronicles of the Five Kingdoms, and so we needed to come up with new ones instead.  We decided to go with the standard four archetypes of Warrior, Wizard, Cleric, and Rogue.

Below is Tang's concept of the LGO Rogue.  Feel free to join the forums and post your feedback Here.

 

Chronicles of the Five Kingdoms and the future of LGO

by Jeromy Walsh 20. March 2009 22:29
Hi Everyone,

Introduction
Over the past few weeks the designers, story writers, artists, and sound engineers have been working almost around the clock to put together an amazing project. The quality of contributors and the dedication can be seen in the concept art and audio samples which have been submitted and the number of people who are online during the wee hours of the morning discussing story and design on IRC.

With that in mind, I sat down with the project leads and had a talk with them. While I envision LGO to be a fun little MMO which people can spend 10-20 hours of time playing, the real point of this project is to develop a code-base and framework which people can use to develop their own MMO's. As a result, any effort we put towards the game is going to be discarded by the majority of people who pick up the book, in favor of integrating their own story, assets, and design.

In truth, I feel like the story that is being worked on and the people who are contributing to it deserve more than that. So having concluded my discussion with the project leads I've decided to take LGO in a new direction, and spawn a concurrent project instead.

Level-Grind Online/XNA Starter Kit
In contrast to our previous work, Level-Grind Online is now going to be pursued as a disposable, cookie-cutter MMO. It will have the usual features and functionality found in most MMO's, along with a collection of quests, items, spells, class, races, etc... It will also have between 10 and 20 levels of content, including a dungeon or two and a few zones to explore. The primary difference is that LGO will no longer have a deeply fleshed out story, and I no longer intend to host the game after completion of the XNA Starter Kit.

As a result, I will still be needing concept art, models, and audio to accompany the book and the MMO. However, the artwork will not be based on a rich story, and will hover around a more traditional RPG setting of Sorcerers, Warrior, Rogues, and Clerics. So if you're an artist, sound engineer, or writer wanting to get your name into the book, there is still a need and way for you to do so.

Chronicles of the Five Kingdoms
In addition to Level-Grind Online we will be spawning a new, concurrent project which I at this precise moment temporarily named the Chronicles of the Five Kingdoms as it most closely describes the project.

We will be using the story, art, and music which has been contributed so far and we will be putting them towards the development of a few single-player RPG's. This will be done in order to flesh out the story, give people an opportunity to become familiar with our game mechanics, and develop an IP which people recognize. These RPG's are going to be commercially available both for the PC via a website, as well as for the Xbox 360 via the Xbox Live Community Games portal.

After the completion of these RPG's and the establishment of a stable following, we plan to develop another MMO, using the base code from Cot5K and LGO.

At present I am not setting up a separate website, as our primary focus is still on finishing LGO. However the website may undergo some changes to reflect the new, dual nature of our community. This is being done in order to keep the team together, and to continue to fuel the team's creative synergy. After the completion of LGO, we will move the relevant forums, etc.. to a new website dedicated solely to Cot5K.

I look forward to working with all of you both on the development and completion of LGO, as well as on the new commercial project (final name pending).

Writers Needed!

by Jeromy Walsh 12. March 2009 21:58

Meg Maloney, our Lead Story Writer is looking for some additional team members.  There's lots to be written still in terms of history, lore, quests, and NPC dialog.  She posted this on the forums but I wanted to post it here as well. 

-------------------------------

I'm currently looking for dedicated writers interested in joining our team. If you would like to lend your talent to our project, please read the requirements below and submit your application as directed.

Step one: Briefly familiarize yourself with the 3 possible backstories located in the Backstory & Lore forum. (Entitled "Russ' Backstory, Aaron's Backstory, and Meg's Backstory, respectively).

Step two: Develop a piece which includes some ORIGINAL lore for 1 place of interest within in the game world, 1 person of interest who influences the game world, and 1 item of interest located somewhere inside the game world. They do not all need to be related to one another (for example you may write about a small frontier town, a Cleric of note, and an item of power held by the Sorcerers) nor do they need to be epic in nature (feel free to write about a locally famous inventor) but they do need to exhibit your talent and familiarity with the world being developed. By "original" I mean developed entirely by you - please do not write about places, items or people already described in any of the backstories.

Step three: Submit your piece (maximum of 1500 words-- but we're looking for quality over quantity) in the stickied Submissions thread located in the Backstory & Lore forum. Do not reply to the Help Wanted thread with your submission. Do not create a new thread for your submission.

Step three: please remain active on the forums and/or IRC for one week following your submission. We need to be assured that you will be available and willing to develop adequate time to the project. We're not expecting 40 hours a week, but an average of 2-3 hours per day will probably be necessary (it's fine if you only want to do weekends). Any availability between the hours of 11am - 11pm EST is preferred -- since this is generally when I am active and able to work with you.

Credit will be given for any contributions used, and your contact information will be made available both here on the website as well as within Jeromy's book, Programming an MMORPG in C# with XNA, as a form of free advertising for your talent.

I realize this may sound like a lot, especially for a volunteer project. I'm doing this for free because I truly love to write, and I'm getting great experience and enjoyment from this project. If you think you will too, please consider coming aboard!

Status Report, New Lead, and More Concept Art

by Jeromy Walsh 11. March 2009 09:50
Over the weekend I held a writing competition to see who would be the Lead Story Writer, three people submitted back stories of the potential kingdoms.

Ultimately Meg (aka Wimble) was chosen as the Lead Story Writer. Her story, and the stories of the other writers can be found On Our Forums.

Additionally, we've now settled on 5 Unique Civilizations based on biome and adaptations. As with most games, your chosen "race" or starting civilization will provide your character small stat bonuses and racial abilities. For PvP there will be two factions, each made up of two civilizations, and a neutral civilization who can either abstain from PvP or play both sides as desired.

There's also been further concept art submitted. Below is early concept art for the Druid class and the Witch-Hunter Prestige class.




First Concept Art, c/o Tang Chan

by Jeromy Walsh 8. March 2009 10:05

Here's some artwork from Tang Chan showing early ideas for two of our classes. The first is our Cleric, a ranged offensive and healing class who uses spoken language to invoke divine wrath.

The second is our Sorceress. She uses the blood of ancients to tattoo glyphs of the divine language onto her person and then uses them as a twisted version of the Cleric's spells. She's a melee caster that uses debuffs and DoT spells to bring the pain.

 

Level-Grind Online seeks Concept Artists

by Jeromy Walsh 5. March 2009 14:54

We are looking for concept artists to work on visuals for Level-Grind Online. Any artist who contributes concept art for the book and demo will have their names, portfolio, and contact information provided inside the book as a form of advertisement for their services.

In specific, I am looking for concept art of the various classes, races, locales, temples, crypts, dungeons, armor, weapons, buildings, cities, and other places of interest contained within the world being built as a companion to the accompanying book.

So if you're a creative artist looking to provide artwork for a wide circulation, and are interested in being involved in the development of a community project, please use the Contact Form above or come to the Forums and post your information.

LGO Update & New Team Member!

by Jeromy Walsh 5. March 2009 09:49
Hail All!

Just wanted to post an update. The community members of Level-Grind Online have established a working backstory and have defined histories and game-play for the three spell-casting base classes. In addition, we have defined the mechanics for class customization which will be used by all base classes.

We feel we've made great progress and are looking forward to presenting more information shortly. At present, we are moving on to the remaining three base classes and are turning our attention to the histories and places of interest within our World's borders. We are always looking for talented and imaginative writers and designers but are especially looking for a Concept Artist to take over Lead and begin creating comps for the various classes, races, and locales.

If you're interested in more info, check out our forums at:

LGO Forums

In the mean time, I wanted to announce the addition of a new team member, Bryan Roessel.

Bryan Roessel - Lead Designer (Gameplay Mechanics). Bryan is a science teacher with an undergraduate degree in physics who's life-long passion for games had him writing text-based RPG's and board games as early as the 5th grade. As technology advanced, Bryan joined the modding community making maps for StarCraft and other games. By his high school years he was no longer satisfied with the constraints of other games and took a course in C++ programming which allowed him to build his own 2D tile-based RPG. Bryan and his friends then moved on to make elaborate implementations of games such as Risk and Puerto Rico; adding exploration, combat, and unique game mechanics. Since then, Bryan's been teaching himself PHP, hacking together web-based multi-user environments.

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