Might and Magic X: Project Update July 1st, 2012

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
User avatar
MMXAlamar
Hunter
Hunter
Posts: 541
Joined: 14 Jan 2011
Location: USA

Might and Magic X: Project Update July 1st, 2012

Unread postby MMXAlamar » 02 Jul 2012, 02:23

Might and Magic X
Press Release: July 1st, 2012

Might and Magic X: Children of the Void

Project Update: July 1st, 2012

The month of June has been incredibly productive, and we have been making progress on putting our first levels together in preparation for a demo release in early 2013. The demo will be our tutorial level and contain one dungeon and one region–this will be very similar to Emerald Isle in Might and Magic 7, except with a different storyline. Several of our 3d modelers are on vacation for the entire month of July, however, we still have a few still working, and our art department is completely present.

July 2012 Project Status

• Create the tutorial level.
• Story outline for tutorial level is 100% finished.
• Tutorial region map is 100% finished.
• Tutorial level dungeon is 90% finished.
• Region landmass is in progress.
• Concept art for buildings, NPCs, monsters, etc. is in progress.
• NPC and shopkeeper dialogues are in progress.
• Programming roadmap is in progress and we have moved from Github.
• Several new 2d concept artists have joined the MMX team. Welcome aboard! :)

July 2012 Project Goals

• Finish tutorial level dungeon and start implementing enemies to fight.
• Finish region landmass and start importing primitives and decorating the land.
• Finish tutorial guide dialogues, shopkeeper dialogues, and general NPC dialogues.
• Finish an outdoor soundtrack and a dungeon soundtrack for the tutorial level.
• Finish ambient sounds for different areas of the tutorial level.
• Generate concept art for buildings, interior areas, static objects and props, characters, and NPCs.
• Continue working on world map of Iranese.
• Continue working on main storyline.
• Continue working on layouts and ideas for future level design.
• Continue programming roadmap.
• Continue brainstorming new ideas to implement in MMX.

Game Engine

We will be using V-Engine as our game engine. Here is their website: http://sheid.net/

2d, 3d & 3d Animated Shops and Building Interiors Plan

In MM6-8 you clicked on the door to a shop and it opened up an interface where you could view and purchase items. MMX will have these, and you will be able to click on the door of a shop and be brought into what we call a 3d animated shop interface. Houses will not be this way, and you will actually be able to enter them, like in MM9. Other locations, such as the town hall, a university, training halls, temples, taverns, stables, shipyards, and banks will be designed in 3d with interiors, and you will be able to walk inside them. This, we believe, will provide the experience of MM6-9 very well and you will get the best of both worlds. The famous voice acting when you enter a shop/location will be still present, whether the location has an interior or not. This will be implemented later down the road.

Magic Guilds / Temples Fusion

We will be combining our temples and magic guilds together, and they will each be dedicated to a God from Axeoth (the Gods from MM9). This means you will be able to heal, buy spells, and learn magic all in one location.

• Elemental Temple – Ratatosk
• Water Temple – Botandr
• Spirit Temple – Bori
• Light Temple – Fre
• Dark Temple – Skraelos
• Nature Temple – Igdra

Sparring Circles

These are mini-arenas in every training hall, and they will be the “Pokémon badges of training halls.” You must win them all across the lands of MMX before you can enter into the main arena, which will be located in Battlepeak, Tribal Lands.

Spellbook

Thanks to your valuable feedback, we have begun redesigning the spellbooks and we will continue to make revisions and generate new spell icons.

Livestream

We will be broadcasting an MMX Livestream every weekday at 4:00pm GMT for approximately one hour. The Livestream is hosted by Corry Hinks and he brings guests from the MMX team with him for interviews, Q&A, and behind-the-scenes previews of production. Check out our channel here (all videos are saved and archived): www.livestream.com/MM10

Thank you so much for following us and being our fans. We will not disappoint you !!!

Sincerely,

MMXAlamar
President of Might and Magic X

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 02 Jul 2012, 03:28

V Engine? Why is that?

User avatar
MMXAlamar
Hunter
Hunter
Posts: 541
Joined: 14 Jan 2011
Location: USA

Unread postby MMXAlamar » 02 Jul 2012, 14:28

GreatEmerald wrote:V Engine? Why is that?
It's a VERY good engine !

User avatar
Aether_Wind
Leprechaun
Leprechaun
Posts: 8
Joined: 15 Sep 2011

Unread postby Aether_Wind » 05 Jul 2012, 22:40

Awesome to hear you guys are making progress~

What type of programmers (if any still) are you guys looking for?

User avatar
MMXAlamar
Hunter
Hunter
Posts: 541
Joined: 14 Jan 2011
Location: USA

Unread postby MMXAlamar » 06 Jul 2012, 01:00

Aether_Wind wrote:Awesome to hear you guys are making progress~

What type of programmers (if any still) are you guys looking for?
I believe the coding is being done in C++ and possibly LUA for the UI. We're using a private repository now and the programming team has strict deadlines. We've got 2 programmers now too!

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 06 Jul 2012, 05:50

So, um, what makes it so good? I haven't seen any games powered by it at all...

User avatar
MMXAlamar
Hunter
Hunter
Posts: 541
Joined: 14 Jan 2011
Location: USA

Unread postby MMXAlamar » 07 Jul 2012, 18:33

Well, you really have to see it in action. We'll have some screen shots near the end of the year :)

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 07 Jul 2012, 19:07

I'd like to see it in action, but it might not even be possible to do so on Linux, as it stands... They don't list it as supported natively, and it might not work under Wine - it's not even possible to know for sure with no real games having been released on that engine.

User avatar
Coldy
Pixie
Pixie
Posts: 141
Joined: 02 Jul 2009

Unread postby Coldy » 08 Jul 2012, 22:13

Best of luck to you guys! :)

Nomad
Pixie
Pixie
Posts: 131
Joined: 12 Apr 2010
Location: Kaliningrad, Russian Federation
Contact:

Unread postby Nomad » 10 Jul 2012, 12:12

Making strict deadlines, if any, for people who work for free.. ._.

User avatar
Arret
Hunter
Hunter
Posts: 540
Joined: 12 Oct 2011

Unread postby Arret » 10 Jul 2012, 16:05

The number one problem fan projects have is abandoning the project. Without strict(ish) deadlines, nothing ever gets done.

TCC is still the best MM project, but BDJ was known for a hard line stance on these types of things which is the reason it got done. Following what works doesn't seem like a bad idea, plus anyone working on the project knew what they were getting into.

Good luck guys, really looking forward to this one.

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 10 Jul 2012, 18:39

Arret wrote:The number one problem fan projects have is abandoning the project. Without strict(ish) deadlines, nothing ever gets done.
And deadlines could make a project less attractive for people to work on... If you don't want to work on something anymore, and there's a deadline, you might as well quit, too. But, as they say, the Wheel weaves as the Wheel wills.

User avatar
MMXAlamar
Hunter
Hunter
Posts: 541
Joined: 14 Jan 2011
Location: USA

Unread postby MMXAlamar » 10 Jul 2012, 23:31

Thank you! And we do have deadlines now, but they aren't especially strict. I try and give everyone extra time just in case they take a long time. I expect top quality work though. If it's not...well maybe it's time to get stricter!

User avatar
the beavers1
Assassin
Assassin
Posts: 299
Joined: 20 Feb 2011
Location: Lil town in Oregon

Unread postby the beavers1 » 11 Jul 2012, 06:34

GreatEmerald wrote:
Arret wrote:The number one problem fan projects have is abandoning the project. Without strict(ish) deadlines, nothing ever gets done.
And deadlines could make a project less attractive for people to work on... If you don't want to work on something anymore, and there's a deadline, you might as well quit, too. But, as they say, the Wheel weaves as the Wheel wills.
"the Wheel weaves as the Wheel wills"
Thats a wheel of time quote! I love that series! :D
"Rot in Hell You Penny Pinching Miser!"

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 11 Jul 2012, 18:11

the beavers1 wrote:Thats a wheel of time quote! I love that series! :D
The Light illumine you.

User avatar
Talin_Trollbane
Swordsman
Swordsman
Posts: 597
Joined: 23 Apr 2006
Location: Up North

Unread postby Talin_Trollbane » 15 Jul 2012, 15:40

i hope this engine hopping doesnt kill ya, ive seen several projects burn out after a engine switch.
Ultima, Elder Scrolls and Might and Magic Veteran.

User avatar
MMXAlamar
Hunter
Hunter
Posts: 541
Joined: 14 Jan 2011
Location: USA

Unread postby MMXAlamar » 16 Jul 2012, 00:51

Talin_Trollbane wrote:i hope this engine hopping doesnt kill ya, ive seen several projects burn out after a engine switch.
Thanks for your concern, I have certainly heard of this happening in the past. We actually pooled some money together and bought V-Engine, so MMX is financially dedicated to making this happen. As it turns out, our level designers and programmers are loving V-Engine! So it was certainly a blessing for us.


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 77 guests