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Author Topic: Anvil of Honor - 3D Fantasy MMORPG  (Read 10433 times)

ToY-Krun

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Anvil of Honor - 3D Fantasy MMORPG
« on: Nov 02, 15, 02:55:54 AM »

The Tales of Yondalyr Game Development team presents Anvil of Honor, a 3D Fantasy MMORPG built on the
HeroEngine/HeroCloud platform.

Anvil of Honor has been in development for 3 years, and until now we've been silent, but we've been busy!

We've decided to begin releasing information about the game, and will begin with a list of features,
both current and planned.
We will be releasing a series of screenshots, as well as ongoing updates on the games' progress.
Within the next week we will release some video clips of features in action.

We are currently working on the Demo and look to be doing some private testing by years end.

Features you can expect to find in Anvil of Honor (but not limited to!):

 -PvP and PvE

 -Large open game world (HeroEngine Seamless 2.0 system works wonderfully)

 -Expansive subterrainean world beneath, connecting many above ground locations
  (Combination of Seamless 2.0 and 1.0)

 -Interact with most objects in the game world.

 -Living game world with Non player characters who think, and act for themselves.

 -Players may own property and build anything from their own quaint town to a kingdom complete with castle.

 -Players may build their own dungeons on their property and populate them with creatures they've captured.

 -Guilds may aquire a large property(Kingdom size) which can be subdivided as they wish, to members, who may
  then  build upon it.

 -Kingdom warfare (both PvE and PvP)

 -Complete randomly generated dungeons (randomly built Map AND objects, not just objects. Not pre-made)
     generated/built upon demand.
     These may appear anywhere without notice (causing a good deal of chaos in the process!)

 -AI generated quests with targets/destinations anywhere in the world known to the quest giver.

 -Enormous resource system:
     Cities/towns etc will rely on resources, as well as produce them.
     Cities/towns will upgrade/degrade based on resource surplus/lack

 -Siege warfare: Don't just take it, Keep it... for as long as you can.

 -Great effort is being put into creating a fun, and necessary crafting system.

 -Create your own recipes for crafting items.

 -Huge list of crafting skills ranging from ShipWright to Herbalist.

 -Magic users must attend a game within a game, The Academy.  Where they will learn individual schools of magic.

 -Build ships/pilot ships/sink ships: Trade or conquer.

 -Explore uncharted lands (or explore new areas of the region you live in)

 -Epic main plot, but create your own story and experience in completing it.

 -Receive Unique Adventures(Epic size) randomly created just for you, and then share it if you like,
  with others to help you.

 -Dynamic World changed by Events and players alike creating an ever changing atmosphere to immerse yourself in.

 -Tired of the Human race?  Befriend the right folks and go live with the Ogres(or Goblins, smells the same either way).

There are many more features already in place, and a good bit more in the works.  We will release a more complete
list at a later date.  When we do we will update this message.

Some screenshots to follow in another post:



« Last Edit: Nov 02, 15, 03:11:05 AM by ToY-Krun »
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ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #1 on: Nov 02, 15, 03:04:39 AM »


Primary combat slots in action (1 short of being completely surrounded!)



Fort Dandridge: One possible starting location for this region.



WestFall Marsh



Inside a cave near Fort Dandridge



A farm village in Dandridge

Prometheus2012

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #2 on: Nov 02, 15, 04:05:49 AM »

This should go into the Show us your game section :)

ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #3 on: Nov 02, 15, 03:26:48 PM »

There are a few default elements still being used that we haven't replaced yet (like a few icons/GUI controls.  We're working on GUI design and deciding on themes).... and the dynamic grass textures... I think thats about it, But I'll be going over everything to make sure.

Warded

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #4 on: Nov 02, 15, 04:09:10 PM »

Looking good so far, nice to see "new" teams posting.
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ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #5 on: Nov 19, 15, 12:12:54 AM »

We now have approx half of the planned Map for the Demo built and will be adding more towns, npcs and major systems next week as we push on to the goal of having the demo completed by years end.

Will be posting more next week as things progress.  Should have some new SS and videos coming soon.


Thanks

Prometheus2012

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #6 on: Nov 20, 15, 05:44:53 AM »

Keep it up, want to see your demo in action :)

ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #7 on: Nov 28, 15, 01:29:34 AM »

Planned Terrain for the Demo is complete, barring several hunting/questing only areas which will be added as we see
a need.

Work has begun in populating the Region (Known as Dandridge) with towns/villages and the Major City of the Region (also known as Dandridge) with decor and NPC's.  Aside from serving as the demo, the Dandridge region will be one
of the starting regions of the finished game.  The region is quite large, stretching approx. 5000 meters from Fort Brigg in the North, to the WestFall marsh (and the coast) in the South, and approx. 3000 to 4000 meters from the shore to the innermost areas of the peninsula. (Not to confuse anyone, for the purposes of AoH, a "Region" is a group of areas, not unlike a State being a group of counties etc)

The Demo will have the 3 main classes of the game, Fighter, Priest, and Magic User.  Each of these main
classes must follow one of many branches, HOWEVER for the demo we will include ONLY 1 branch of each.

For the fighter class, the Warrior branch will be involved, and since the warrior class is the one we're currently using
for testing, we've begun our construction at Fort Brigg, which will serve as the training grounds for the Fighter class
for the demo(and also the starting town for the Warrior)

We've implemented both buildings with open interiors, and those with closed interiors.

Implemented animated and teleporting doors.

Implemented standard fixed path system (per area)

Implemented custom fixed path system (per region) which allows npc and auto travel anywhere in the region.
AutoTravel is not "Fast" travel, it allows a player or npc who has directions(a static or player designed path) to
automatically follow that path to its completion, assuming they are not waylaid on the way.

Implemented CaveIn's in mines/caves.
Implemented Mining (had to, you have to dig your way out of caveins..)

Implemented Plantable/harvestable crops with animated growth cycle.

Implemented inventory and stock visualization for tables/shelves which have been flagged as containers.
These will display a limited amount of items they have in their inventory, based on what they have the most of,
and will do so randomly.(player owned shelves etc can be forced to display whatever the player wishes).

Implemented fishing(had to cause... well you just have to implement fishing right?)

Implemented the Random Dungeon system, which now transports you back to the area you entered it from.
(Unless you exit to another area via teleport or an alternate exit)
CaveIns also have a small chance of triggering a cave/mine/dungeon to randomly add to And/OR alter the tunnel system entirely.

Implemented flying for dragons/ levitate for humans who wish they could fly...

Implemented first phase of the random quest system (Adventure system). Npcs have access to info regarding every area within a region and can generate you a quest using any type of quest or npc, for anywhere in the region whether it be collecting molded bones from skeletons or mining ore, or finding that precious chest they lost somewhere, or even capturing npcs who have a bounty on their heads.


That's alot of updating...  and it seems enough for now!

Here are a few screenshots of the Region:






















Its hard to show everything included in the updates, but I'll be putting together some videos in the next week or so, as well as getting the website back online.


Thanks

Amanda_Brooks

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #8 on: Nov 28, 15, 10:55:06 AM »

One tweak that I'd suggest would be to raise the level of the cloud layer - the default layer is way too low once you start adding mountains or tall buildings.
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ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #9 on: Nov 28, 15, 11:18:56 AM »

Yeah, thats the "fog" layer, and I didn't notice until you mentioned it but I had the higher cloud layers turned off for some reason.

Warded

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #10 on: Nov 28, 15, 03:39:05 PM »

Nice update.
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ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #11 on: Feb 04, 16, 10:37:58 AM »

Had some hold ups due to holidays etc, but work still goes on.

Population of the region still continues, as well as some art upgrades.

Alot of environment work going on at the moment









« Last Edit: Feb 04, 16, 08:19:27 PM by ToY-Krun »
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HE-SARRENE

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #12 on: Feb 04, 16, 04:37:28 PM »

Nice work! I likes!
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ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #13 on: Feb 04, 16, 06:24:27 PM »

a video snap shot of our in client editor for model placement, of which there will be a trimmed down (and nicer gui) version for player building later on.

https://youtu.be/8tbw9WLr7B0
« Last Edit: Feb 04, 16, 06:34:28 PM by ToY-Krun »
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ToY-Krun

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Re: Anvil of Honor - 3D Fantasy MMORPG
« Reply #14 on: Feb 05, 16, 12:33:29 PM »

Doing some retexturing of rocks:

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