(NOTE: Original template is credit of its original poster on
GameDev.net)
Team name:
ColdRain Entertainment. Not a company as of yet. more of an organized group of people working on this.
Project name:
At this point the project will be called project 1. There are other projects with its own group of people working on them that will help advertise and fund the MMORPG.
Brief description:
Note. The following can change as the developers come up with more or refine the ideas already on hand.
Graphics of the game will be closer to life like than most of the MMO's out right now. As close to Life like as possible that will run well on computers of the next 5-10 years. As players play the game they can feel as if they are actually part of the game. This will take allot of talented people. This game will be heavy on group content but also have areas for solo players.
A story line is being worked on and will be sold in the form of a series of novels. They will consist of introduction to all of the races, classes and contain much of the history leading up to the point of the game release.
At time of release this game will contain a minimum of 40 zones including 8 starting zones right off of major city zone for the 8 races. Of the 8 races, alliances between races will be made by the players via in game MSG boards in all of the starting cities and strongholds on the main continent. In addition to the vote, a series of quests will need to be done to bring faction to the other race the previous race will want to align with. This will be a way for the player characters to continue on with the storyline that so many have read before the games release.
Zones made up for grouping will not be able to be soloed and will have a great experience boost per set of mobs killed than that of the same level mob in a solo type zone. Game will focus more on group content than solo, Even with the large amount of solo zones we will have.
Races may include Wood Elven, Sky Elf, Mountain Elf, River Elf, Dwarves, Human ...... Others being talked about.
Of the races a selection of classes may be chosen from various race specific classes. Classes will be balanced Allowing everyone either a DPS or a survivability payoff. Warriors and clerics types will have minimal amount of DPS but the ability to live during an encounter will be increased greatly. Rogue and wizard will have the highest amount of DPS but will not have the ability to survive great encounters without help of a strong tank to maintain the threat.
There will be a vast amount of different NPC mobs to seek out for quests as well as supply your basic needs. NPC mobs for you to fight for experience or loot.
Currency will be Platinum, Gold, Silver, and Copper. Currency can be used to trade for goods from other player characters as well as NPC's. There will be a market place that players can sell off goods in each of the starting cities or with an optional item bought with platinum, item for their home. Included will be mailboxes around any city, outside your home, in the guild castle.
Housing will be Customizable where the player character can select from 10 style house ranges from bare wood huts to complex painted 2 story homes. These will be located inside of the cities and once guilded can move right into the guild castle housing which will be of greater style than found outside of the castle.
Guild Castle will be customized per the guild members delegated to be able to decorate the castle. There will be a system set in place in order to build the castle where guild members can donate the raw resources to fund building the castle then to add shops for trade skills, bank, auction boards and other things found in the cities minus any class specific trainers, items or spells/ability vendors. Buildings that enhance the guild as individual stat increases or farming, mining, wood cutting while AFK. NPC will be paid by currency that will come from guild tribute system from items, coin and materials given to the guild tribute NPC.
Grouping zones will require 5 players plus leader of the group to be able to handle the mobs. Some zones with higher difficulty. Level spread for gain of exp with higher level character will be limited to prevent the power leveling through higher level player doing the killing. Majority of the gear will be level gear where a lower level cannot equip a higher level piece of gear.
Progression of cities. The next Level of the game above all others will be the deterioration or shine of the cities. A certain number of dailies will need to be done per player characters in the zone that day. The more the city is neglected, the city itself will start to look worse, over all faction will drop via increasing the faction cap per NPC but not increasing the certain factions for the PC. As the city becomes worse, the pick pocket NPC's will move in that will actually steal up to a certain amount of gold from PC players as well as other crimes degrading the city even more. There will be an optional city tax that can also be implemented cutting down the number of dailies that will need to be done per city. There will be drawbacks to leaving a city to run itself down.
Mounts will be able to be bought for a large sum of platinum. Once capped level, A flying mount can be bought after faction has been worked up by questing a long series of quests.
Trade skills will be as close to life like as possible within a game. Trade skills will begin with a quest that involves building your own kits that will include most of the items needed to produce that trade skill. The kit will be an ingredient for most of the future recipes. Trade skills will actually be worth doing. The gear produced will be a little better stat oriented than that of dropped or vendor sold. The amount of time required to farm the items will be high also giving the market a greater advantage. Base components will be of a good drop rate or farmed by nodes in mob populated areas.
This game will be a large time sink but kept entertaining enough that people will stay involved. Trade skills will help minimize the time required in the daily grind. Player characters will have basic auto attack but with much more interaction, DPS and Mitigation will be increased. No class should be a boring class to play and will require skill.
Raiding will be another focus point in the game. Progression will be slow but rewarding. Raids centered around 24, 54, 72,and 90 man raids, The 90 man raids will be world bosses.
Questing will start out with the tutorial learning keyboard function as well as game orientation. Experience from questing will be a little more than that of a solo grind per time required or difficulty of the quest. The coin or item reward will be a bit higher than the normal grind but the reward in faction will really make it worth questing. Epic quests for not just class specific weapons but for gear as well, will require a group, raids, and solo content to accomplish. Epic quests per item will take a large amount of time but can be done with normal play style to keep the tedious quest grind lower than if just purely focused on the quest.
Hard core players vs Standard players. The hard core player will have the upper hand as always. The standard player will have options that will help improve their play time to keep them up closer to the hard core player. If the PC camps out in a city, home or guild castle for longer than 30 min, an exp modifier will start to accumulate with a certain amount of exp granted at log in.
Target aim:
Long term plans are to have a series of books leading up to the game setting at release date. The game itself will be a pay per month to play with the initial cost of purchasing the game. I am thinking about going lower than the competition and charge about $9.99 a month with $39.00 per game with multi user package that will include 2 accounts and 1 set of DVD or CD's for $49.00 or 3 accounts for 59.99. Expansion will be released at a steady rate but with at least a year in between. Cost will be starting at 19.99 for single, 29, 99 for two, 39.99 for three accounts. There will be patches that work like expansions in the adding of new content.
Compensation:
Think of it as an investment into your future. Those that complete the project will most likely have a position with ColdRain Entertainment. A list of names will be done up in my personnel file as to who put a good contribution into this game and credit will be given to those individuals. Currently we are working from the ground up with no way of compensation. Side projects such as the set of books being worked on now based off the game, Card games along the same line as magic and a few other side projects will fund the game development tools and hardware that will be needed. I am expecting there to be a large number of people who jump in to help then leave. I cannot offer any type of compensation for their past efforts, nor a position within the company. Those that stay and continue to help with the progression will be able to get some compensation when revenue comes in. This will be determined by the work that gets done during the stages of making this game and if continued threw employment within ColdRain Entertainment. If you wish not to continue on, I will give a recommendation as to the amount of experience and quality of work done for this project.
Technology:
We at ColdRain Entertainment would like to target Windows and Mac platforms. The language we may be using is C++. I'm not much of a programmer, more of a designer, game mechanics creator and a leader. You tell me what would be the best platform to use. As for graphics, Anything that will put out outstanding quality and the graphics team knows how to use.
Talent needed:
Talent I need currently is some creative minds, artists and starting the graphics phase. I need people who can drive off of other peoples ideas and make art from them, 3d/2d graphics, and more creative people for the large number of in game things that need to be thought up.
Team structure:
Trai Clark - whom has a book in publication now has joined the team as my book project lead and is part of the creative team. This man has an outstanding creative side to him. Great quality ideas that will draw people in and keep them involved.
Becky Daily- whom will be working with Trai Clark on the book. Also quite an artistic side to her.
Dene Hoffman- Good guy with numbers whom is helping me hash out details of game mechanics.
Known on boards as Azugul - Feeding ideas in the creative side of the game with Trai
Myself Daniel DeRoch am working on keeping everyone busy at a fast pace now, much faster than anticipated. Primary in game mechanic details and formulas. Working to design experience formulas that will work well with the content, Defensive, offensive, magic, and abilities. I also approve or explain why something brought up should or should not be in the game. Working directly with my creative lead as well as the others on the whole team now while we are a small group of people.
Website:
http://mmorpgdevelopmentproject.yuku.com Sign up on the board with your own account. You can either post for access in the right link of http://mmorpgdevelopmentproject.yuku.com/forums/103 or just try to enter any of the locked topics. I will not just give access to anyone so you must include whom you are and what you would be interest in doing.
Contacts:
My e-mail is dderoch@yahoo.com but to get a hold of me quicker you can post a PM to me on the site listed above. I am on the boards often. You can also get a hold of me on YIM under dderoch@yahoo.com. Face-book as Daniel DeRoch
Additional Info:
The funding for this project will come in the way of a series of books introducing aspects of the game in a time line leading to the release of the game. There will also be various other side projects that stem off of the game theme using the ideals in the main MMO that will help fund the project. Many other ideas will come into play as well to fund to the point of seeking investors when the time is right.
I am frequently asked why I want to do this project. I would have to say that I have had a passion for MMO's, challenges, and want a game that will appeal to most of the MMO community that is the next generation of MMO's. The fact that I can continue to do something I love to do allowing myself and those working under me a chance to be financially set within their means. Not only am I working for my future, but futures of others as well. I have always been drawn to people who are great at doing something I just cannot do myself. This is my chance to work with various minds directly and have them working in sync with one another.
Feedback:
Any feed back accepted. I hear so much how so many MMO's fail... I will see this to the end not giving up. I do realize how hard this project will be and committed myself to do this with a vary large passion for it.
Team name:
ColdRain Entertainment. Not a company as of yet. more of an organized group of people working on this.
Project name:
At this point the project will be called project 1. There are other projects with its own group of people working on them that will help advertise and fund the MMORPG.
Brief description:
Note. The following can change as the developers come up with more or refine the ideas already on hand.
Graphics of the game will be closer to life like than most of the MMO's out right now. As close to Life like as possible that will run well on computers of the next 5-10 years. As players play the game they can feel as if they are actually part of the game. This will take allot of talented people. This game will be heavy on group content but also have areas for solo players.
A story line is being worked on and will be sold in the form of a series of novels. They will consist of introduction to all of the races, classes and contain much of the history leading up to the point of the game release.
At time of release this game will contain a minimum of 40 zones including 8 starting zones right off of major city zone for the 8 races. Of the 8 races, alliances between races will be made by the players via in game MSG boards in all of the starting cities and strongholds on the main continent. In addition to the vote, a series of quests will need to be done to bring faction to the other race the previous race will want to align with. This will be a way for the player characters to continue on with the storyline that so many have read before the games release.
Zones made up for grouping will not be able to be soloed and will have a great experience boost per set of mobs killed than that of the same level mob in a solo type zone. Game will focus more on group content than solo, Even with the large amount of solo zones we will have.
Races may include Wood Elven, Sky Elf, Mountain Elf, River Elf, Dwarves, Human ...... Others being talked about.
Of the races a selection of classes may be chosen from various race specific classes. Classes will be balanced Allowing everyone either a DPS or a survivability payoff. Warriors and clerics types will have minimal amount of DPS but the ability to live during an encounter will be increased greatly. Rogue and wizard will have the highest amount of DPS but will not have the ability to survive great encounters without help of a strong tank to maintain the threat.
There will be a vast amount of different NPC mobs to seek out for quests as well as supply your basic needs. NPC mobs for you to fight for experience or loot.
Currency will be Platinum, Gold, Silver, and Copper. Currency can be used to trade for goods from other player characters as well as NPC's. There will be a market place that players can sell off goods in each of the starting cities or with an optional item bought with platinum, item for their home. Included will be mailboxes around any city, outside your home, in the guild castle.
Housing will be Customizable where the player character can select from 10 style house ranges from bare wood huts to complex painted 2 story homes. These will be located inside of the cities and once guilded can move right into the guild castle housing which will be of greater style than found outside of the castle.
Guild Castle will be customized per the guild members delegated to be able to decorate the castle. There will be a system set in place in order to build the castle where guild members can donate the raw resources to fund building the castle then to add shops for trade skills, bank, auction boards and other things found in the cities minus any class specific trainers, items or spells/ability vendors. Buildings that enhance the guild as individual stat increases or farming, mining, wood cutting while AFK. NPC will be paid by currency that will come from guild tribute system from items, coin and materials given to the guild tribute NPC.
Grouping zones will require 5 players plus leader of the group to be able to handle the mobs. Some zones with higher difficulty. Level spread for gain of exp with higher level character will be limited to prevent the power leveling through higher level player doing the killing. Majority of the gear will be level gear where a lower level cannot equip a higher level piece of gear.
Progression of cities. The next Level of the game above all others will be the deterioration or shine of the cities. A certain number of dailies will need to be done per player characters in the zone that day. The more the city is neglected, the city itself will start to look worse, over all faction will drop via increasing the faction cap per NPC but not increasing the certain factions for the PC. As the city becomes worse, the pick pocket NPC's will move in that will actually steal up to a certain amount of gold from PC players as well as other crimes degrading the city even more. There will be an optional city tax that can also be implemented cutting down the number of dailies that will need to be done per city. There will be drawbacks to leaving a city to run itself down.
Mounts will be able to be bought for a large sum of platinum. Once capped level, A flying mount can be bought after faction has been worked up by questing a long series of quests.
Trade skills will be as close to life like as possible within a game. Trade skills will begin with a quest that involves building your own kits that will include most of the items needed to produce that trade skill. The kit will be an ingredient for most of the future recipes. Trade skills will actually be worth doing. The gear produced will be a little better stat oriented than that of dropped or vendor sold. The amount of time required to farm the items will be high also giving the market a greater advantage. Base components will be of a good drop rate or farmed by nodes in mob populated areas.
This game will be a large time sink but kept entertaining enough that people will stay involved. Trade skills will help minimize the time required in the daily grind. Player characters will have basic auto attack but with much more interaction, DPS and Mitigation will be increased. No class should be a boring class to play and will require skill.
Raiding will be another focus point in the game. Progression will be slow but rewarding. Raids centered around 24, 54, 72,and 90 man raids, The 90 man raids will be world bosses.
Questing will start out with the tutorial learning keyboard function as well as game orientation. Experience from questing will be a little more than that of a solo grind per time required or difficulty of the quest. The coin or item reward will be a bit higher than the normal grind but the reward in faction will really make it worth questing. Epic quests for not just class specific weapons but for gear as well, will require a group, raids, and solo content to accomplish. Epic quests per item will take a large amount of time but can be done with normal play style to keep the tedious quest grind lower than if just purely focused on the quest.
Hard core players vs Standard players. The hard core player will have the upper hand as always. The standard player will have options that will help improve their play time to keep them up closer to the hard core player. If the PC camps out in a city, home or guild castle for longer than 30 min, an exp modifier will start to accumulate with a certain amount of exp granted at log in.
Target aim:
Long term plans are to have a series of books leading up to the game setting at release date. The game itself will be a pay per month to play with the initial cost of purchasing the game. I am thinking about going lower than the competition and charge about $9.99 a month with $39.00 per game with multi user package that will include 2 accounts and 1 set of DVD or CD's for $49.00 or 3 accounts for 59.99. Expansion will be released at a steady rate but with at least a year in between. Cost will be starting at 19.99 for single, 29, 99 for two, 39.99 for three accounts. There will be patches that work like expansions in the adding of new content.
Compensation:
Think of it as an investment into your future. Those that complete the project will most likely have a position with ColdRain Entertainment. A list of names will be done up in my personnel file as to who put a good contribution into this game and credit will be given to those individuals. Currently we are working from the ground up with no way of compensation. Side projects such as the set of books being worked on now based off the game, Card games along the same line as magic and a few other side projects will fund the game development tools and hardware that will be needed. I am expecting there to be a large number of people who jump in to help then leave. I cannot offer any type of compensation for their past efforts, nor a position within the company. Those that stay and continue to help with the progression will be able to get some compensation when revenue comes in. This will be determined by the work that gets done during the stages of making this game and if continued threw employment within ColdRain Entertainment. If you wish not to continue on, I will give a recommendation as to the amount of experience and quality of work done for this project.
Technology:
We at ColdRain Entertainment would like to target Windows and Mac platforms. The language we may be using is C++. I'm not much of a programmer, more of a designer, game mechanics creator and a leader. You tell me what would be the best platform to use. As for graphics, Anything that will put out outstanding quality and the graphics team knows how to use.
Talent needed:
Talent I need currently is some creative minds, artists and starting the graphics phase. I need people who can drive off of other peoples ideas and make art from them, 3d/2d graphics, and more creative people for the large number of in game things that need to be thought up.
Team structure:
Trai Clark - whom has a book in publication now has joined the team as my book project lead and is part of the creative team. This man has an outstanding creative side to him. Great quality ideas that will draw people in and keep them involved.
Becky Daily- whom will be working with Trai Clark on the book. Also quite an artistic side to her.
Dene Hoffman- Good guy with numbers whom is helping me hash out details of game mechanics.
Known on boards as Azugul - Feeding ideas in the creative side of the game with Trai
Myself Daniel DeRoch am working on keeping everyone busy at a fast pace now, much faster than anticipated. Primary in game mechanic details and formulas. Working to design experience formulas that will work well with the content, Defensive, offensive, magic, and abilities. I also approve or explain why something brought up should or should not be in the game. Working directly with my creative lead as well as the others on the whole team now while we are a small group of people.
Website:
http://mmorpgdevelopmentproject.yuku.com Sign up on the board with your own account. You can either post for access in the right link of http://mmorpgdevelopmentproject.yuku.com/forums/103 or just try to enter any of the locked topics. I will not just give access to anyone so you must include whom you are and what you would be interest in doing.
Contacts:
My e-mail is dderoch@yahoo.com but to get a hold of me quicker you can post a PM to me on the site listed above. I am on the boards often. You can also get a hold of me on YIM under dderoch@yahoo.com. Face-book as Daniel DeRoch
Additional Info:
The funding for this project will come in the way of a series of books introducing aspects of the game in a time line leading to the release of the game. There will also be various other side projects that stem off of the game theme using the ideals in the main MMO that will help fund the project. Many other ideas will come into play as well to fund to the point of seeking investors when the time is right.
I am frequently asked why I want to do this project. I would have to say that I have had a passion for MMO's, challenges, and want a game that will appeal to most of the MMO community that is the next generation of MMO's. The fact that I can continue to do something I love to do allowing myself and those working under me a chance to be financially set within their means. Not only am I working for my future, but futures of others as well. I have always been drawn to people who are great at doing something I just cannot do myself. This is my chance to work with various minds directly and have them working in sync with one another.
Feedback:
Any feed back accepted. I hear so much how so many MMO's fail... I will see this to the end not giving up. I do realize how hard this project will be and committed myself to do this with a vary large passion for it.



