RPG/Survival game "Last Stonelord" (ultima8/ultima online style)

Hi guys,
is a lot of time since i post something new, actually i work on a top down rpg old school, real sandbox like ultima online, no class, no exp and levels, only skills to train , crafting and dynamic monster/event generator!
my plan is to divide the game developing on 3 steps!
First step is the game focus on singleplayer mode on a starting isle with limited crafting (survival) for train the player , second step full rpg like ultima, lots of crafting, housing, minions ecc and limited co-op multiplayer for guilds , the third steps is focus on develop a city and defend/attack other players cityes on multiplayer (some rts elements)

Update : i post here new video too

my hope is to release the early access on steem greenlight the first develope step and try to launch a kickstarter campaign (or find a sponsor who trust my idea) for take some funds and setup a studio for do multiplayer and more complex things.

sry for bad english :slight_smile:

9 Likes

I’ve never played Ultima before, but what you have shown in the videos looks really good. I think the UI needs a little bit of work, but the gameplay looks pretty smooth. I would be interested in playing this is if it is ever released. I would also be interested in seeing a first-person view mode. :wink:

For the ui actually i do a lots of change from what you can see on videos, is just a placeholders ui , for the first person view, with the art style and game mechanics i chose cant work good , specially for the terrain(now i use a voxel engine), soon i do a new videos with the new terrains and survival crafting.

Love it. I suggest check out marvel heroes mmo

I check Marvel heroes but the gameplay is not like what i have on mind, i want a more realistic old school combat, i want to give on enemyes different random behaviors (attack, flee, talking to the attacker, defend only, ecc) , if you attack an animal this run away or attack you based on his brain, monster can pray you for spare his life and become your follower ecc.
No zerg or Korean/super heroes style attacks :slight_smile: , but something more realistic with a karma modifier if you kill or spare an enemy on some circumstance ( es killing a domestic animal BAD, killing a surrender monster BAD, killing a Evil Berserker monster GOOD :slight_smile: , killing animal for hunting neutral).

That looks really good! I used to play so much of UO as a teenager, lots of great memories there! So far it looks very fluid and I love the hand painted environment. How many players do you imagine per shard/server approximately?

Looking forward to see the housing process for the players! Are you alone working on this? If so how long did it take you to get to that point? Did you make all the assets yourself?

Actually this project is thinked as singleplayer rpg/survival game with co-op mode for guilds and friend on first 2 developing steps, and a rts/siege system for attack other players base with friends or guild members on last step, is not thinked as mmo this why i working alone on it (and i dont have funds for do an mmo), total time i spent on this project is near 3 months full time work, i do all graphics asset alone execpt for some texture and tree/props models and particle i take on asset store for the first prototype steps (4k moba and dungeons props) , as third party code i use voxeland , inventory pro, realisticwater and unistorm, all gameplay code, avatar , skill, stat, house, ai code are mine.
For September i try to start a kickstarter campaign and try to release the first developed step on steam greenlight for take some funds for pay someone for the networking part or setup a studio.

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Impressive! I’m usually not a big fan of cartoonish looking games, but this looks great!

May I ask why you are using a Voxel engine? Are you planning on making the work destructible?

No , i like the final look of the terrain, on next video i release on this month end i show you the first tutorial isle with the new terrain, i really like the old school feel i can reach with a voxel terrain( not cubic word but a more smoothed ones for “simulate” terrain tiles like the old ultima online) , deformable terrain can be a problem with the multiplayer i have in mind.

I want to share some of my art for the game, actual player model, some items, and concepts i start to model tomorrow :slight_smile:

Really Cool game !

Nice progress. Love the style of the characters and textures.
Care to share a little insite on the character customization system you created?
Well done.

Minor critique - the idle breathing cycle on character customization is a little fast.
Makes him look like he just fought a pack of Bugbears and is breathing heavy.
:slight_smile:

theANMATOR2b thanks for the critics, for my character customization … in fact is pretty simple, i have a customized skeleton with offset bones ( for animation and scaling), and i just save scaling/rotation/position information for all bones i change , for the idle breathing, the video is just 3x the normal speed :slight_smile:

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you wouldn’t happen to have any reference to documentation or a write up about a system like that would you?
So the child bones reposition based on if the parent bone is scaled along it’s local length?
This has always escaped my knowledge how a system could do this at run-time. (It may require programmer knowledge I don’t have - as a straight artist) :slight_smile:

Thanks for any info or links you can provide.

By the way - what happened to your fighting game? That was looking good and progressing well I thought.

Anyway will look forward to your next update on RPG-Survival game.

sorry but i create this system by myself just looking sims4 and black desert videos, is something related on my Softimage skills ( just bone hierarchy for dont broke animations , you can have bones for animation, offset and scaling separated) , i use scripts only for store data and modify some bone on my avatar system.
For my figting game , actually is on pause, i work alone on my projects and sometime i need to made money for survive with third-party employee works, is not easy to find works here at my age, i hope to finish this 2 last project first to give up and change life :slight_smile:

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Hi guys, the project is alive for now, i completelly rewrite the inventory system for integrating my stat/skill system and fopr use a json external items DB for easy editing and fit my needs ( first i used inventoryPro ).
For Financing this project i also start a Patreon page , if you like this project i ask you to share my patreon page, for me can make the difference and pushing forward the developing ( most people ask me for how to do things, on my patreon page i share some of my trick and how to do things with unity , 3d and 2d art for game)
Take a look ! https://www.patreon.com/Livio3D?ty=h

i also work on new way for making texture for isometric game with 2.5d style (like diablo3), here an example ( 3 texture blended with vertexcolor on a triplanar shader)

2 Likes

This looks sweet. Clearly not even close to being ready yet but damn I just want to run around in circles even in it hahah. I’m really big into MMO’s sadly most them past 10-15 years have been really theme parkish.

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new test with blendshape and new human male avatar basemesh

I played a lot of UO. I loved the open-world sandbox style gameplay. Red vs Blue! :slight_smile:
MMO’s these days are too rigid with the player rules.

2 Likes

exactly, my target is to recreate the uo gameplay :slight_smile: (same karma/fame system) with some added taken from modern games.
some progress on my avatar editor, i really start to love shape , with some modify to my character shader

1 Like