Elemental World Part 1: Rise of the Guardians cover
Elemental World Part 1: Rise of the Guardians screenshot
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Genre: Role-playing (RPG), Indie

Elemental World Part 1: Rise of the Guardians

Update on progress/whats coming

Hi everyone just an update to say whats happening so far.

So far the testers that been playing new version having found any major issues so far so i have started focusing on adding areas of the world into the game.
Due to new system being everything must be 1 level (eg all dungeons have to be in the same level and it just clones copys upto 5) progress of levels might be slower until i can higher people to fuse the world or do performance tricks untill then ill try to keep the world seperate/optimised best i can such as raid prep is 2k away from starter zone so that from starter zone you cant see it unless fly out the map area (camera has 1k distance cull so only loads upto 1k distance) later this one world system will be handy though as transport/teleports will mean just pinging across maps rather then wait on levels to load
To reduce stress on gpus im doing best to fuse models where i can and textures so less is used hiding whats not in camera so you only load what you see etc after doing some tests if it works then to speed up world gen the first world will be center island which was meant orginally as end game/hard/wild zone (no big cities that players could build on)
This terrain around 30x30k but was built using graphs etc so abit odd looking
If the terrain is used instead of no major hubs etc it might be 1/2 big and few mid-small towns for basics
Also if the game goes more toward ark style probally alot the "story" will be in chunks such as finding a glyph then seraching where that goes like a world puzzle rather then WoW style goto x kill y so that differant playstyles will do differant stories (like evil players might try summon old gods etc to mess world up)
The aim is as people do some big things it will change the games lore going forward so if a big boss is summoned enough times over all the servers the next installments might shift toward that being the next dlc/story part
For example:
"evil" people summon successfully old god A on 51%+ servers then that will go down in lore and the world will start shift on his summoning so next stage is more powerful/spreading or defeat him which leads to:
A: 51% server kills and destroys him
B 51% Servers leave him and power grows/spreads etc
leading to aftermath of that decision etc

There may also be challanges later based on guilds/hero system etc so massive pvp to work out who strongest army/hero. And this leads to a criteria of becoming a god etc

The plan is for those into challages make special events like farmers is make the most carrots to win prize A etc and if you have enough followers,prizes etc you can try become a demi god (gives some powers like GM teleport summons etc based on your type) then upto villans/heros to stop you gaining more power or dethroan you etc after x time and challage x you might goto god so harder to kill more powers etc.
So good players might be god of harvest who can summon resorces or buff collection rates etc
While bad player might unleash plauge debuffing non followers etc

Eventally it will lead to the main guardians powers where you can eather save them or destroy/steal there powers etc

The idea is instead of for exaple the dark brotherhood sends you to do mission to kill x for generic reason it will be as player you try kill y but others try stop you which causes x to happen but alot these just ideas i still need a coder and funds to make this real :D

Also due to npcs being killed there will be alt ways to do some things such as Divinity: Original Sin does so if player kills the king the hand in might be next person down chain etc

Fixed launcher issue

Hi just a quick post to let you know just been told about the launcher issue not working thanks to user dairu and i managed to do a quick fix until the next build of new system by adding second launch option

The default launch is the new system that on test branch that currently in test stages
For users on old system/default branch the second option needs selecting to avoid having to manully launch from folder

New systems test should be live now

Hi quick post to let you know the new systems to test should be live now

Like i said in previous post it will be on test branch to access it right click the game click properties select beta and pick test.
I have also made a new branch caled oldsystem2020 that is a stay as old system even after new stuff added etc but wont be maintained anytime soon (might come back to it when have dev team) so that is a singleplayer/mp limited (however long the db holds out for) build that will mostly be scenery for people to rp or explore but the same zones will be in new version too.

The aim of the test is to make sure quests working as well as the systems like mail etc

As it is local only to "log in" just hit server and play if only you/first window it will create a local temp server on your machine and run on your LAN when close the game it will shut down and close server.
If you want a friend or multi screen it first hit the server and login on first to create server and login as admin etc then anyone joining just has to have diff username and hit login.

If things go well and no major issues i will expand the tutorial island by adding more monsters in to the raid/dungeon (instance you have to have 2-8 players)
Add new zones with monsters etc and expand to more quests etc

The new servers will likely go toward ark style so low players per but player made and run servers like image below



The advantage to this style is less hardware requirments on me and gives more control over you guys on what servers things you want.It also means i can put in more npcs/higher graphics without so much strain on the network (so high strain from enviroment rather then high from player amount)

While the item shop is non funtioning (not linked to "buy" coins) it does work as a shop and you can earn coins from quests but everything in that shop can be brought from npcs or quest rewards right now.

With the server split idea it will likely be each "map" a content in the game but right now it will be whatever i can fit until i can hire a optimiser person etc.

For controls i put a image of rough controls in the game and window shortcuts are rebindable but avoid bottom row keyboard as that flight controls for bird

Update coming to test new systems

Hi just a quick post to let you know i have finished implimenting the new rendering system and core systems.

i will be turning the test branch into this build for people to play on and test the new crafting/ gather systems and all the other new systems it should be live in next day or two

Right now its just the small starter level to test that the AI drops and there no major game breaking things before adding more and balancing combat.

Similar to the free demo its just tutorial starter zone with expanded dungeon and tester features around the map such as diveable water syphon pylons for mana and npcs that allow crafting,aution system etc

This version is a local only server right now so MP is LAN only but if things work ill be turning it into Ark/conan style servers so like 30 player limit but private run servers rather then 1 big central so its more for rp/your own stories focused then forced storyline

likely new zones will be added as new "maps" similar to how ark has zones but right now in rough idea stages as focus for now is get though feedback and add content untill i can hire people to make stuff for me

Also for those into you/twitch small servers might work better for those wanting to make there own lore/story such as one you is king of the town and other players gathers,crafters etc and if do epic stuff might go in as later on lore when i start expanding npcs etc

Also the item shop in test build non fuctioning (cant by coins) but there is ways to earn/give coins through GM panel etc

The main feedback on new stuff im looking for is make sure quests all have right objectives eg no gather quests that gather nothing,find npc quests complete etc. Are frames/load times ok and did u find any broken areas eg world holes/trapped in cave

right now there 3 types quests
Kill
Location (goto x)
gather

Once everything set ill be adding new zones and themed areas in but slow due to only 1 person to do everything and the upgrade to new renderer etc means lots fiddling with materials etc (sorry about slow)

Also the craft set to everything unlocked but when i know all fine part the balance will be locking crafters to per npc and resipes needed
Also for now players locked to lev 5 (but npcs locked to lev 1)
Prices/rewards also going to be balanced/changed so its more even eg potions cost/sell for 1-2 normally but daily gold u get given 500-1k same on quests

Question on what people prefer/want

Hi im still updating the new stuff and coming upto the item shop and such as was wondering do people prefer buy x own Coins which can be used to buy Item shop stuff/trade for gold etc or do you prefer a cryto coin based primeium econamy
For example game uses Doge coin for premium currency mount A will cost 1 coin
If you buy it now 1 coin is for example £10 but if you buy it in month it might be £9-!1 worth but it will be withdrawable etc as well as tradeable so player A might get a rare drop pet and someone with 5 coins might say ill trade u 3 for the pet player A cashes out 3 coins for RL money game gets a cut to support servers etc Player A gets there $50 or whatever the coins worth and buyer gets there pet etc

Right now its just ideas on what sort item shop/currency the game will use but right now the plan is :
Something tradeable/stealable in game (thinking of UO steal system)
Possibly a cash out/trade in system so players can earn real money from the game (although id need look into best ways etc so game dont go bankrupt)

The main ideas im trying pick is :
Own currency type like Runescape bonds with real currency limited sales like warframe does with vault

Some form of crypto coin that players control and we just get a small cut of cash outs etc to help cover costs

Other- suggest something in comments

Its likely server/network costs wont be to high at first and plan only sell speed boost or minor shortcuts for example starter cook tools/mining tools or pet feed etc

Also if possible i plan on making scaleable currency if i use own for example each 100 tokens is 1$ but buy more then $10 worth price lowers to $.90 per 100 upto max discount and mabey a loyalty type system so discounts for future buy or some free items like a bag of ore free etc

The scaleable idea is from always having extra odd numbers so if u only need 300 you not forced buy a 500 pack etc

Update on progress 29/4

Hi just a quick update on whats happened so far
The new core system has been added and im in the process of replacing and adding everything back into the lists.
So far i have a new mount working so going forward making mounts should be easier.
I will also be making some flying and swimming mounts to test to and i have talked to some coders about other extentions such as mining/processing systems like old version as right now everything drops only.

Also i have a new website under development which will hopefully look nice and contain help guides etc

Once i have set basics up i will likely add a build of the version under the test branch that will be local machine only for people to test out for performance,check for any major issues etc before i make a server build.

One big change will be everything has to be 1 massive level so at the start you might have long load/startup time but i am unsure right now but if is the case ill try look into getting performance boosted as much as i can

All this means is it will fall more in line for end goal of my game design then early (players could fly east to west of whole map)
The other possible thing would be each major contenent will be its own level seperating players (im told between levels parties and such drop) but more reserch is being done.

One of the upsides is the druid system coming which will alow you to transform into animals/monsters and some will be able to fly or increse underwater breathe etc

For those that not seen the test video of when it was first set up here is some before/after screenshots of the UI/game

before:



After:



I have also got some more zones planeed based around modern/scifi feel for the more high tech areas (for players that wish to craft mechs,circuits, spy etc rather then "local hero" adventures/low tech magics etc)

New Core system first test/preview

Here is a video showing the new core system during its first tests to make sure UI/loot etc works (the bug in video is fixed after checking code)
Next step is work on readding AI,NPCs and items back into the game.
Gathering has been removed as its not part the core system but i plan on adding that soon.
The new mining is planed on making it harder (u have to mine anywhere and hope u find an invisible node that becomes mineable like games like Entropia universe) the idea behind this is crafting will become more profitable long run such as someone needs get lucky find a gem deposit for a diamond to then sell to crafter to make diamond jewelrey rather then WoW style of run around X mining ores until one drops etc
[previewyoutube="oAcGC3ZeANw;leftthumb"]

New core systems being put in place and screenshot of progress

Hi just a quick post on whats happening with the update.
I have decided its probally best to change the core system to the MMO focused core due to it adding a ton of wishlist features and easy dev support so new addons can be made such a pet taming.

The new system is a complete overhaul of core mechanics/controls so it will mean old characters wont be transferable BUT this new sytem allows for GM controls and a cash item shop which means i can use it for event items/giveaways


Here is a screenshot of the new system so far (im still changing UI to new from the core default)


Here is a screen of the party, guild,GM and item shop (real cash/microtransaction)


The item shop is just part of the core system but will likely be used to do some minor shortcuts such as ore packs or skins to help pay for server when its live as these need to run on physical servers not cloud (Lucky it seems for small basic one i might be able get away with $40-50 a month so just manageable from personal funds to start)

There is also apparently a premium member system which i need look into so you can set it so there member only quests etc but if i do this it will likely be linked with longer low price or something (like guild wars type thing of buy expansions then free for base game but extras to speed progress etc)

Right now all the systems new so it will likely not go heavy into item shops except a few tests to make sure people can use it etc.

Possible Huge changes

Hi this is just a post on whats happened
I have just updated Unity core system to latest 2019 version and it seems to have made the core game broke due to major UI/standerd assets changed.
If this not fixable then i will have 2 options:
A: keep working on it in unity 5/2017 (i was told by another user of system they last used 2017 before custom)

Or

B : change the whole Core system from generic RPG with online funtionality to one meant for MMOs essentally working from scratch ( non visual wise) BUT would add alot of better features in that core system is lacking such as -
Party/guild system
pet/mount system that improved
PVP zones
Instance dungeons
Murder system
Ranged/Mage builds
Party system -loot/xp share
More control over drops
Respawn/death mechanics (lose xp and respawn points etc)
Real world item shop (although it likely be used only to help fun server or do events easier)

The "downside" to this is it needs a "physical server" to connect to rather then cloud that its currently on

If B does happen then ill likely be doing a couple of "contests" such as pick a name for the server.

Dev software being updated

Hi quick post to let you know im currently updating the core project from unity 5 to 2019 this should hopefully increse the looks of the project and performance as newer shaders and controllers can be used but if this update causes issues i have a back up

If this does work though the plan is to update the controller to become action based rather then hit button roll a dice see if hits possibly some UI changes and with luck the equipment will want to work (without a pro coder im not sure why its broken) with luck this also means more player/monster varients as ill be able to use the randomise scripts so monsters will look differant eg diff horns etc

As for the minimap it seems to work although on startup it needs to reaquire its follow target so the player needs manually click zoom/toggle i will also be adding more player stats in soon if the new controller works as well as try make a capture system such as damage monster=kill stun with z it knocks them out and u can then pick them up as item and tame them in crafter (tame pen) for those that play conan think how thralls are tamed

I also just had news from the creator of my human/elf/dwarf player models the armour sets are now combined so i will likely be updating main player models so they can equip each others armour sets so its more mix and match but that still relies on fixing the current basic equip system but hopefully with feedback from everyone i can start polishing the game toward a better game overall

edit 8/4 : the software has updated but causes errors in core system from update changing how ui worked etc