Numinis Online

Good afternoon ladies and gents,

We are excited to finally announce the development of Numinis Online.

Numinis Online is an intense, fast, player versus player game with a medieval / fantasy style setting. Several playable maps including a 1 versus 1 arena, and up to 30 versus 30 battlegrounds. Numinis Online is a first person as well as third person view war zone. Decimate your enemy’s in close combat, ranged, magical or any of these combinations, as well as obliterating your enemy from above. Ride dragons to aid your team, or tip the balance of war in your favor with over 400 ability combos in your arsenal.

Our development goal is to mold a medieval / fantasy based game into a crazy, adrenaline pumping, non stop action component of your daily lives :slight_smile: . We aim to take you from log in, to battle prep and actual battling within as little as 30 seconds from start to play. There is no persistent world… so log in, avoid death, kill a few people, earn achievements, rinse and repeat or log out :smile:

Of course if you like to top the charts, you may want to linger a while in our battle prep area, where you will be able to customize your characters appearance. This is particularly important, as the gear you wear, will certainly benefit your play-style. Whether your into ranged (archery), magic, or melee, you will be able to wield all three combinations, in any combination of your choosing, so long as you have the time to utilize them all to avoid death, or kill the opponent.

Perhaps you’ve indulged yourself in games where you like to take the entire battle into your own hands. Take flight! Hop on the nearest dragon and reek havoc on your foes! Be careful though, there are sure to be other enemy “aeronautical things” in the area.

Wield magic, carry bows, and slash your way through enemy strongholds with your melee weapon all at the same time! There are no limits to the combination of abilities at your finger-tips. Your limit is your mind.

If ripping through the sky, bombarding your opponent, setting your enemy on fire, or flailing your pole-arm around isn’t intense enough, jump on one of several ground mounts, ready to take you into battle in a moments notice!

Numinis Online will be entering beta in summer 2013

You can play the very basic DEMO of dragon flight. This demo is to familiarize the player with basic controls and to give us feedback one how we can improve. These are tricky controls and we would love to hear what you have to say about it!

DRAGON FLIGHT DEMO

We thank the Unity Community for your support, and welcome everyone to our first development, NuminisOnline.com and hope to see you in beta!!!

Update: 17 June 2012

A short clip of the buff, Divine Barrier. One of several in game, buffs, abilities and spells.

A short clip of the spell, Lighting Strike. One of several in game, buffs, abilities and spells.

Overview

Q&A Interview

That looks amazing…
Keep up the good work!

Thank you very much aixaix! That support is a great to hear. You take care as well! :slight_smile:

Looks like the sword hits are realistically calculated, i missed “Die By The Sword” mechanic.
Gameplay is King and the only aspect for rating mmos imho. This looks interesting!

Hi Marrt,

Thank you for the comment! We are working on trying to bring that feel back, where skill and precision dominate!! :slight_smile:

Looking pretty good so far!

Good luck with your project :slight_smile:

Thanks for the well wishes Meltdown, much appreciated!

very impressive, one to keep an eye on!

Thanks adamh1!

This looks fantastic :slight_smile: Love the art style.

Hey Josh, thank you kindly. We hope to release more pictures and video during beta for everyone to enjoy.

How do you deal with realistic weapon precision ? seems you have it down well. I am making a medieval game but I am not sure how to get that part to work.

Hi gore, great question! It took a few different approaches to get what we were looking for. It really depends on what your end goal is for which type of method you would like to use. Here are a few ideas to help you get started.

You could:
instantiate your hit effect based on a collision at the point of the weapon.
likewise, instantiate your effect based on the collision mesh vertices of the object being “hit”.
or created “child” collision areas on your game objects that instantiate which type of effect you would like.
You could also utilize a ray cast, to grab the desired effect that your looking for.

There are quite a few different approaches, and I hope that I’ve answered your question or set you on the right path. Good Luck with your development !!!

so you make your weapon a trigger and when it hits an object it deals damage and spawns a effects at the point of contact?

Would you know how to create this feature ?

Looks epic! Keep up the great work.

As it is right now we are using rigidbodies and colliders as colliders instead of triggers. As long as one of the colliders is not kinematic it will trigger the OnCollision functions instead of the OnTrigger functions. Using it as a trigger will not send the appropriate collision information to figure out the contact points and relative velocity for adding force.

As for making the feature similar to the one in the video I can only make guesses on their specific process, but there methods emphasizes on detection accuracy and ours is focused more on physics detection at the moment. It may be a good idea to find a half way point to try to get the best of both worlds.

Hope this helps! Please, keep us posted with your progress too!

Thank you so much for the encouragement, sherlockturtle! We will continue to post updates as they happen, so be sure to check in periodically!

Looks great so far!! Will keep an eye on this!!

Thank you reissgrant! A game is only as good as its player base! :slight_smile:

I recognise those models :wink:

looking good