|
elcome
News
We've had two pre-alpha testing sessions so far - and both
have
been very positive. Progress may be coming along slowly,
but progress is still being made! And I am still looking
for help with creating it!
So if you know anyone
that can program C++, or has excellent writings skills, and wants to devote some
consistent, dependable time to creating a high quality game - then PLEASE contact me.
Also,
please visit our development forum at:
arcanum.forumup.org This forum should
give you a better picture of what's going with the game and
what you can look forward to. I hope you will continue to be patient and wait
for the new game!
Be sure to check back often for more information!
Lanthum
|
|
-
There will be some tried and
true fantasy races like Elves and Dwarves, as well as some original
races. Soon I hope to have some original artwork up of our
races. Watch here for more info.
-
No "classes" as defined by the
typical MUD. Players will choose starting skills and spells
and develop them to greater proficiency levels within the game.
These skills are what will define their character within the game -
no a "class" name. This will allow players to use whatever title
they want to call themselves - they won't be restricted by a class title
by the game.
-
Player run Cities, Guilds, and
Clans.
-
Player owned Shops.
-
Descriptions of rooms will be
dynamic based on the time of day, and the season.
-
An intensive Combat system
that will include "postures", and advanced "skill chaining" to obtain
more realism and in-depth heart-pounding Combat sequences!
-
Players can teach each other
skills and spells. This will be based on certain requirements for
each skill/spell. The teacher will need to master the skill/spell
to a minimum specific proficiency first, and both teacher and student
will have to spend enough time learning together.
-
Skills/Spells can only be
learned up to a specific proficiency. After that, they will only
increase with use.
-
Skill/Spell knowledge will
atrophy over time without use - meaning
you will slowly forget how to do skills and spells if you don't keep up
practicing them. The amount each skill and spell will
atrophy will be based on many different factors.
-
An immersive and detailed
Magic system that includes casting times, delays, and targeting.
It will make more sense why magic is so powerful, but still has it's
limits!
-
Characters will age, and will
change with the aging process based on their Race. For example,
Elves will get smarter with age.
-
There will be some form of
permadeath -
where your character dies completely and does not come back to
life. I am not certain on the specifics of how I will implement
this just yet. But I know that it will be gradual over time - new
characters won't just die and be gone right from the start. It may
just coincide with the aging part mentioned above. Look for more
information about this here in the near future.
-
At character creation, your
character will be assigned a few randomly selected Skill and Race
Quests that he/she will have to complete. These quests are very
important and will need to be completed for the character to advance to
certain Skill/Guild/or Race levels. Eventually I hope to have
enough quests, that although repeating will happen, that it will be
possible to make that same kind of character several different times and
not see the same Quests.
-
Automatic Events run by the
Mud (this is usually called "scripting" or an "Event Queue" on
Mud's). What this means is that actions and reactions will be
handled more smoothly, and will allow for an even greater range of
possibilities. A simple example of this might be: open a
door with a trap mechanism and 8 rooms later you find the bridge
over the underground river has been cut. But find the trap and
disarm it, and the bridge is fine.
-
NPC's (Non-Player Characters)
will have inventory items that make sense. No more finding "a
really big bad sword" on a little puny rat. If you come across a
citizen in a city, they will carry appropriate items for their
description. And chances are, Mobs will be USING that item
against you!
-
Objects can be
crafted by players. Objects can be given magical qualities by players as
well.
|