Hmm... How shall we torture this infidel, darknessfood?Justice wrote:He is from the Netherlands (I think), don't pay too much notice to his strange comments
Might & Magic 10; been in development for years + teaser
- Macros the Black
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- darknessfood
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- Macros the Black
- Druid
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- darknessfood
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Well, pretty good from wich i can see. Programmers are programming, writers are writing, and artists are eeeeerrmmm, artisting :p (sorry bad joke). Well, this week there will be another update available, and maybe a quest i wrote as well, you'll find out soon enough !
You can either agree with me, or be wrong...
- darknessfood
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Hey there people. We know that the weekly update is late this time but trust me, it WILL be worth it. A BIG update is comming tommorow that will give you more insight of the game. Will not tell what is is of course.Just thought I ould tell that we haven't forgotten the update yet !
You can either agree with me, or be wrong...
- darknessfood
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Update with Screens!
Now an update for all of you watching this thread ever so closely. First we want to say thank you for all those helping us in the production of MMX, and to the fans supporting us. I must say that if there was not a strong and ongoing M&M community, we would not be working so hard to complete this game. Things are coming along quite nicely, and we continue to look for you help, suggestions, and support. Thank you all.
We are nearly complete with the additional specialty items created; it was to originally be limited to around sixty, but we expanded, modified, and replaced items we just were not happy with to bring our total to 100. I’m sure many of you will be excited to find an overwhelming amount of fantastic equipment scattered throughout the game. I think these items are the best to ever be seen in a Might and Magic game. We are putting the finishing touches on the Artifacts/Relics guide and will soon be moving on to different aspects of development.
We thought we would share with you just what needs to be done in order to bring to life many of the items we created. As mentioned, a sword can take a couple of days to develop in order to meet the level of perfection we desire, but this is only one bitmap image and not comparable to the amount of time other items require. Armor is one of those ‘other items,’ and is on a completely different level. Each set of armor has four subsets pertaining to each character type in the game. For example, in MM7 you would have a set of armor designed for dwarfs, goblins, humans, and elves. Not to go too in depth, but when all said and done, a set of armor can consist of thirteen bitmap images, and that takes a lot of time to make. Here is an example of one set of armor:
We also do a lot of preliminary rendering; this armor for example has been made in a variety of colors, but only one will be chosen:
Our quest line is coming along nicely, and now that we are starting to accumulate a good amount of them, we can start designing the quest items. Promotion quests are nearly half way complete, and there are a number of side quests already made. I’m sure when Darknessfood is done with this aspect of the game, we will find more work for him to do. All in all though, he has been doing an absolutely wonderful job in this area.
Our storyline is coming along very nicely, and I am astonished with how great a job Corlagon is doing. His writing skills are amazing, and the plotline is very entertaining. I’m sure many of you are eagerly awaiting news regarding the plotline, or even the regions, and that will come in due time. But, that is not to say I can not part with a bit of information: the continents of Colony are named Jadame, Enroth, Antagarich, and Karigor, this chain of islands is called Glorennes, and it is here where MMX takes place. Here we have a diverse set of islands, many with their own history. Your journey begins on the small desert island of Kulvash. Occupied by necromancers ages ago, the island has now become a haven for treasure hunters and their expeditions, all in search of remnants of a once formidable kingdom.
Here we have the town portal map. It is by far from complete, and still needs extensive work done to it. But here you can see the general layout of Glorennes:
I do not know if it has been mentioned in this thread or not, but I do not want to read the previous seven pages to find out. MMX will have a game manual, and will contain journal entries as the previous M&M games did. This will give you insight to events preceding the game as well as a bit of history. The manual will likely be posted on the website once up and running, and will also be contained within the download package. So, read your journals once you get your hands on them!
There has also been discussion of item descriptions; this is a tedious job that requires much time and attention as there are hundreds that need to be made. We are using the history of Glorennes and the history of previous M&M games in order to do this. This will give you all something new, and bring back memories of the preceding games. This has to be done to perfection so that past M&M canon is not interfered with. Here are some Artifacts and Relics that have been completed:
We are trying to make things as interesting as possible; the first above item relates to Morglin Ironfist and his reign, the second item brings to life a mythological sword for those who know their history, and the last item plays to the tradition of keeping things vague like many of the Artifact/Relic descriptions from previous games.
Here are a group of axes; small, medium, and large. Would you like the kids-meal, regular, or do you want to super-size it?
We will be moving on to different aspects of game development in the coming weeks, so there won’t be any more images of equipment unless we feel it necessary to post more on the website upon its’ release. Enjoy them!
Again, thanks to all of you following the production of MMX.
We are nearly complete with the additional specialty items created; it was to originally be limited to around sixty, but we expanded, modified, and replaced items we just were not happy with to bring our total to 100. I’m sure many of you will be excited to find an overwhelming amount of fantastic equipment scattered throughout the game. I think these items are the best to ever be seen in a Might and Magic game. We are putting the finishing touches on the Artifacts/Relics guide and will soon be moving on to different aspects of development.
We thought we would share with you just what needs to be done in order to bring to life many of the items we created. As mentioned, a sword can take a couple of days to develop in order to meet the level of perfection we desire, but this is only one bitmap image and not comparable to the amount of time other items require. Armor is one of those ‘other items,’ and is on a completely different level. Each set of armor has four subsets pertaining to each character type in the game. For example, in MM7 you would have a set of armor designed for dwarfs, goblins, humans, and elves. Not to go too in depth, but when all said and done, a set of armor can consist of thirteen bitmap images, and that takes a lot of time to make. Here is an example of one set of armor:
We also do a lot of preliminary rendering; this armor for example has been made in a variety of colors, but only one will be chosen:
Our quest line is coming along nicely, and now that we are starting to accumulate a good amount of them, we can start designing the quest items. Promotion quests are nearly half way complete, and there are a number of side quests already made. I’m sure when Darknessfood is done with this aspect of the game, we will find more work for him to do. All in all though, he has been doing an absolutely wonderful job in this area.
Our storyline is coming along very nicely, and I am astonished with how great a job Corlagon is doing. His writing skills are amazing, and the plotline is very entertaining. I’m sure many of you are eagerly awaiting news regarding the plotline, or even the regions, and that will come in due time. But, that is not to say I can not part with a bit of information: the continents of Colony are named Jadame, Enroth, Antagarich, and Karigor, this chain of islands is called Glorennes, and it is here where MMX takes place. Here we have a diverse set of islands, many with their own history. Your journey begins on the small desert island of Kulvash. Occupied by necromancers ages ago, the island has now become a haven for treasure hunters and their expeditions, all in search of remnants of a once formidable kingdom.
Here we have the town portal map. It is by far from complete, and still needs extensive work done to it. But here you can see the general layout of Glorennes:
I do not know if it has been mentioned in this thread or not, but I do not want to read the previous seven pages to find out. MMX will have a game manual, and will contain journal entries as the previous M&M games did. This will give you insight to events preceding the game as well as a bit of history. The manual will likely be posted on the website once up and running, and will also be contained within the download package. So, read your journals once you get your hands on them!
There has also been discussion of item descriptions; this is a tedious job that requires much time and attention as there are hundreds that need to be made. We are using the history of Glorennes and the history of previous M&M games in order to do this. This will give you all something new, and bring back memories of the preceding games. This has to be done to perfection so that past M&M canon is not interfered with. Here are some Artifacts and Relics that have been completed:
We are trying to make things as interesting as possible; the first above item relates to Morglin Ironfist and his reign, the second item brings to life a mythological sword for those who know their history, and the last item plays to the tradition of keeping things vague like many of the Artifact/Relic descriptions from previous games.
Here are a group of axes; small, medium, and large. Would you like the kids-meal, regular, or do you want to super-size it?
We will be moving on to different aspects of game development in the coming weeks, so there won’t be any more images of equipment unless we feel it necessary to post more on the website upon its’ release. Enjoy them!
Again, thanks to all of you following the production of MMX.
- darknessfood
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- darknessfood
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- DarthVadre
- Peasant
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Nice project. In theory couldn't you combine Enroth, Erathia, and Jadame? I guess that's for another project.
I read somewhere quite a way back that you didn't yet have anyone to write the dialog for peasants. I don't know if you've found anyone yet, but I'm willing to help with that.
Edit: And item descriptions as well, though I don't know the MM history too well. I've beaten MM7 and MM8, and nearly MM6, if that helps.
I read somewhere quite a way back that you didn't yet have anyone to write the dialog for peasants. I don't know if you've found anyone yet, but I'm willing to help with that.
Edit: And item descriptions as well, though I don't know the MM history too well. I've beaten MM7 and MM8, and nearly MM6, if that helps.
- The Oracle
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I am a big fan of M&M. In fact, I sincerely believe that MM6 and MM7 are the best RPG games ever. And naturally, I am very excited about this project. I don't know if it is doable, but here is an idea:
What if "things" are randomized at the start of each New Game. Some of the "things" that come to my mind are
Teachers/Quest Givers: Their locations (City and House) randomized. Including promotion quest givers.
Promotion Quests: For example, Cleric 1st promotion can become Knight 2nd promotion if you start a new game. The difficulty of the monsters that you have to fight along the way can be adjusted to the promotion level.
Monsters: Monsters can be redistributed among the cities/dungeons at the start of a new game. Monsters keep their abilities, but their overall strength (hit points, resistances, damages, etc.) can be adjusted to the city/dungeon they reside in.
I think this would add more challenge to each replay.
Please keep up the great work. I wish you the best of luck. Godspeed.
What if "things" are randomized at the start of each New Game. Some of the "things" that come to my mind are
Teachers/Quest Givers: Their locations (City and House) randomized. Including promotion quest givers.
Promotion Quests: For example, Cleric 1st promotion can become Knight 2nd promotion if you start a new game. The difficulty of the monsters that you have to fight along the way can be adjusted to the promotion level.
Monsters: Monsters can be redistributed among the cities/dungeons at the start of a new game. Monsters keep their abilities, but their overall strength (hit points, resistances, damages, etc.) can be adjusted to the city/dungeon they reside in.
I think this would add more challenge to each replay.
Please keep up the great work. I wish you the best of luck. Godspeed.
- Macros the Black
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- Macros the Black
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