Wox2 - DEMO IS AVAILABLE ! (only RUS language)

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Wox2 - DEMO IS AVAILABLE ! (only RUS language)

Unread postby Larik » 11 Dec 2010, 17:09

We decided to put our past achievements as a demo version, because sure there are people who would be interested to see this.

The demo contains one open location and one dungeon.
The method of distribution - freeware.

Download the demo version :
Version 0.8.1 . ( for Windows XP) -
https://disk.yandex.ru/public/?hash=6M1 ... er0lYqc%3D

Version 0.8.2 (Windows 7/Vista) -
https://disk.yandex.ru/public/?hash=WvH ... y/J/EHs%3D

Our forum: http://wox2.org/forum/

Controls:
WASD - movement
Q - switch viewing modes (MM6-8 style OR first-person shooter style)
ctrl - stealth mode
alt - jump
space - tactical pause (you can use spells in this mode)
enter - classic turn-based combat. Enemies must be at close range.

About the project :

Start of development : 18.12.2009 .
Termination of development : somewhere in February 2013.

Minimum system requirements:

Operating system - Windows XP/Vista/7
Video Card - 512MB , OpenGL 2.1 support
Processor 1.5 GHz
300 MB free hard disk space



Description: RPG in the first person . The player's task to manage a party of four characters, explore the area, improve skills , complete quests .
The game was planned in a modified setting of Might & Magic 6-8. Events occur prior to the collision of two blades which led to the death of the planet. Action game should have happened on the island Vori . We have revised the story suggesting that the climate has changed on the island after Kilgor cleared so-called "the Sword of Frost" ( events Heroes Chronicles).

Project History :
In early 2010, resumed drafting World of Xeen 2 . Planned as a working title , which will be subsequently modified . The team was actually collected again. Was seriously modified game engine and a new game content .

During the development was done:
- Graphics engine
- The level editor , dialogues and objects. Loading the remaining data derived from tables.
- Skeletal animation
- Batch Management - moving , melee, ranged , interaction with NPC, the choice of objects in the scene (eg opening boxes ) , stealth mode
- game system - slightly modified system of Might & Magic 6th and 7th part
- Many different art : textures, models , characters, sounds and music
- A huge number of 2D images of items for game inventory
- Interface : main window , statistics , inventory, dialog windows, alchemy, map of the area , the start menu
- 7 open locations
- 5 dungeons
- A few quests
- About 20 spells (almost everything is in demo version)
- Turn-based combat system
- Combat system in real time

Taken from other sources :
- Some of the textures are taken from cgtextures.com
- Some sounds taken from freesound.org



Old stuff

Trailer:
http://www.youtube.com/watch?v=WZONwMafXa0
Battle:
http://www.youtube.com/watch?v=0Bk34Vly7Fw[url][/url]
Last edited by Larik on 04 Dec 2013, 09:31, edited 5 times in total.

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Unread postby Pol » 11 Dec 2010, 18:43

:tsup:

I dare to say, that that graphic in the video is superb. How you achieved that?
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Unread postby Larik » 11 Dec 2010, 19:05

Pol wrote::tsup:

I dare to say, that that graphic in the video is superb. How you achieved that?
We have own simple engine. Render system is based on OpenGL api (there is linux, K.O).
On the other hand we have 3d models, terrain, water, some visual effects.
But nothing extreme...

Gameplay system is also underconstruction. Level ups, skill points, loot and if we have a 3D models of mobs, so we cant place army of mobs like in a old-good-MM. And we need to do balance for this. And other.

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Unread postby Pol » 11 Dec 2010, 19:47

I thought that Linux is having support for OpenGL, it just need to be installed after graphic drivers. It's not added by default with them.

The engine is great, way to go! :D

Balancing is easy.
(If you know how to, else you will end in endless loop known also as dependency hell. :P )

What you're using for forming the models, Blender?
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Unread postby Larik » 11 Dec 2010, 20:01

Sorry, i dont support linux version of this game.
We also use nvidia PhysX, and this thing maybe need to install separately...

> Balancing is easy.
Of course you know that might&magic have no thing such as "leveling" or "auto-leveling". So the balance is based on territory and not on level of party members. We think that is not so easy to balance this.

>What you're using for forming the models, Blender?
Yes. Blender, GIMP and some other free software.

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Unread postby Pol » 11 Dec 2010, 20:13

Yes, I know, with a paper and pen you can do it! :D

Thank you, for your valuable information Larik!

Offtopic>
I will be buying new graphic card, in next year. Current 'variety' is too old. Pitty nvidia relased 440GS only for her OEM vendors. And HD5670 silent will be replaced somewhat 'soon'.

The PhysiX is not supported on ATI-AMD cards, only software cpu driver was released - which is darn slow. On linux I have no idea.

I wish luck to your team,
please, keep us informed. ;)
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Unread postby Larik » 11 Dec 2010, 20:19

The PhysiX is not supported on ATI-AMD cards, only software cpu driver was released - which is darn slow. On linux I have no idea.

Even in software mode PhysX is one of the fastest phisics simulation library.
Many of the game titles use it.
http://en.wikipedia.org/wiki/PhysX

Linux version is stable, but currently without hardware acceleration.

Besides, we dont use hard phisics simulation. This game is for MM fans, not for crysis :)

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Unread postby Bowerbank » 11 Dec 2010, 20:24

Looks very clean and smart, good job

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Unread postby GreatEmerald » 11 Dec 2010, 20:46

Looks nice, although the monster meshes remind me of MM9. Also, is there a turn-based mode implemented/planned?

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Unread postby Larik » 11 Dec 2010, 21:13

> Looks nice, although the monster meshes remind me of MM9.
But we can put them in a large numbers. We keep original gameplay as mush as we can.

> Also, is there a turn-based mode implemented/planned?
Planned, yes.

Also we planned crazy thing like raise skill by using skills, and delete skill points. Oblivion style. Its crazy, i know, but some of us want it very much.

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Unread postby Corlagon » 11 Dec 2010, 21:35

Larik wrote:Game action will occur on one of islands of the world of Enrot.
Then it ain't the World of Xeen anymore, is it. Better find a new title. :P
Jokes aside, that's a beautiful demo indeed. I hope something comes of it and wish you all the best.

Man, I wish we had an engine like this for the MMX project...

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Unread postby GreatEmerald » 12 Dec 2010, 00:03

Corlagon wrote:Man, I wish we had an engine like this for the MMX project...
You could always use things like UDK :P

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Unread postby UndeadHalfOrc » 12 Dec 2010, 00:43

Call me old-school but I was hoping for WoX style graphics and tile based map

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Unread postby Talin_Trollbane » 12 Dec 2010, 18:25

goddamn, i thought you where dead.

goddamn...i...goddamn.

dont you go belly up on us now, or we will find you and give you a good beating with some sticks. ;)
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Unread postby Variol » 12 Dec 2010, 19:24

Yes, looks very good so far!

What's the WoX acronym mean again? :|
Last edited by Variol on 12 Dec 2010, 23:53, edited 1 time in total.

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Unread postby GreatEmerald » 12 Dec 2010, 20:43

World of XEEN. But the only ties it has to it is the universe and the part 'world'.

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Unread postby Talin_Trollbane » 12 Dec 2010, 21:07

yeah, that is somewhat a shame, but it is a FPV M&M game.

got some questions from another forum:

are you working full time on it?

Who's paying for it?

Do you have legal rights on might and magic license? (Cease and Desist danger level)
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Unread postby GreatEmerald » 12 Dec 2010, 21:46

Why do I get the feeling that the answer to all these questions is something like "no"?

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Unread postby Deadguy118 » 13 Dec 2010, 04:43

Well, you've passed the first fan-made project test of having video footage of your game in action, so a thumbs up to that. That doesn't mean my expectations of this ever coming out aren't any more hopeful, but at the very least it looks like you have a game on your hands, as opposed to empty promises and overblown ambition *CoughMMTCough*

Although, I'm not sure where the World of Xeen part comes if it's not actually going to be set in Xeen. Those games evoke a fairly specific tone (especially the Darkside) for me, and to tell you the truth your game kind of looks like MMIX on an artistic level. In any case, I'm interested to see where this goes...
Back from the dead? Maybe.

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Unread postby Larik » 13 Dec 2010, 06:31

Talin_Trollbane:
> are you working full time on it? Who's paying for it?
No, we work when we can. This is hobby. To us nobody pays and doesn't force anything to do.

> Do you have legal rights on might and magic license
This is non-commercial project. And most important thing is that the "Wox2" is just "working name". We weren't defined yet with the official name.


Deadguy118:
> That doesn't mean my expectations of this ever coming out...
Full game? With lots of mobs and locations? I dont beliave in this myself.
Its a very hard work, and sometimes this work isn't pleasant. We focus on full playable demo version. This is our plans for next year.

> Although, I'm not sure where the World of Xeen part comes...
There isn't. Its just a working name of project. When its started We wanted to unite MM6+7+8. After some fails :) we start to build our game with our story.


It will be on Vori. The white, inaccesible island to the northwest of Erathia.
Not the most known location in MM world... But its our choose.


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