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Mmorpg: FoH – Faith_Warrior

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006

http://www.foundationsofhope.com/
Just thought I’d post this up for those interested in following development of this Christian based mmorpg that is being developing from a book series. It’s in very early development but the screenshots that I’ve seen look good. I’ve talked to the guy and it sounds like he has a solid game plan for getting this developed and on a book/computer shelf near you. You can also catch his blog here which has a couple screen shots http://foundationsofhope.blogspot.com/
ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
looks interesting...


a little bit of art stolen from Warcraft, eh?
people seem to do that alot...

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"Patience, my good citizen, patience. It's bad enough to rob a man of his dream"
-Sydney Carton, Tale of Two Cities
Soterion Studios

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Actually he bought the template, I saw the site that sells them. He knows about this and will be changing some of the artwork. Careful what you buy…
HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Excellent, thanks for the link Faith_Warrior!

The site looks extremely professional and the game is looking good too. Do you know anything more about the development details? Is he writing this himself, is he paying people to develop it, or anything like that? I'm also curious as to which engine he's using. It all looks really good.

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
He’s using Blitz Basic, Realm Crafter, Bryce, Poser and the rest of the editors he’s using I’m not sure of right now. No he’s not coding his own editors from the ground up, like me he is licensing the tools/engines like many mmog dev teams are doing these days (i.e. Cheyenne Mountain Entertainment licensing BigWorld and Unreal Engine for StarGate Worlds). I’m sure he’ll be coding with Blitz Basic, but I don’t know if he’ll be doing it himself or if he’ll be hiring someone to code for him. Right now I think it’s just him and his wife working on this, but as Realm Crafter hit’s some significant milestones (i.e. release of RCPro and RC2) he may be expanding his dev team, but he’s uncertain of those details at this point.
Leathel
Junior Member

Posts: 3
From: Michigan
Registered: 10-23-2006
Hate kicking up old threads, but still new and finding some threads.

Thanks Faith_Warrior on the post to the site.

Yeah, I was not aware of those pics. But the new modified website is up and running and those pics removed. New screenshots are also available. Characters don't have hair yet. I will work on those things later.

The final release of the game will be in RealmCrafter 2. All the coding and modeling will be done by me. Next year will be a very busy year :-)

I am going for a realistic look and feel for the game. I just saw screenshots from Vanguard - Saga of Heroes and that will be the look and feel I am going for.

The storyline is based in a future, but medieval-state, North America. I think it is going to be fun to have the layout of North America but visit medieval versions of the cities people will know. Quests will be cool for the same reason. If you are familiar with Michigan's Mackinac bridge, this is taken over by the enemy in the books, but in the game we will take it back.

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www.foundationsofhope.com
www.lethalgamescorporation.com

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Cool. I looked at the Realmcrafter website and the renderer looked rather...plain. I saw that version 2 is supposed to be significantly better; know any screenshots?
Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
They have one screenshot in the private forums but I don’t know if I have permission to post it here. It’s a very early and plain screenshot though. Mostly it shows the better antialiasing of the environment but with a single model on a black background. They really haven’t released any serious screenshots and the information flow is very minimal. It’s DX9 nonetheless with most/all the bells and whistles.
GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
The planned changes for the RC2 renderer seem good...although I question the wisdom of targeting DX9 when DX10 is around the corner. I also realize that the quality of the art assets primarily determine overall visual quality nowadays. Trust me, even though we're using Reality Engine it's fully possible for us to create something ugly.

See here for example:

http://www.multiverse.net/games/gallery.jsp?cid=4&scid=2

MV is supposedly built upon the Axiom engine which itself is a C# port of Ogre yet if I were to look at those screenshots I wouldn't think the renderer any good.

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by Gump:
The planned changes for the RC2 renderer seem good...although I question the wisdom of targeting DX9 when DX10 is around the corner.


DX10 is for Vista and there are few to no graphics cards that can even support DX10. DX9 is definitely the way to go without a doubt. When people start to buy new computers in the coming years that can support DX10 (OS + Hardware) than that will be a solution but that is some time down the road.

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
DX10 functionality can actually be accessed in the latest DX SDKs. And there's nothing wrong with making the renderer scaleable. I wouldn't, for example, make it so that geometry instancing is "required" but instead a feature that's available to higher end video cards.