Dev Blog

Hey everyone, I'm really sorry about the late post. I decided to completely redesign the Game Design Document for Star Fantasy Unlimited from scratch. I realized that being this game design is 5 years old, I need to revamp it and make it current with the times. One of the main things is going from a theme park based MMO design to a sand boxed base MMO design. The reason I decided to go with this is because I wanted to allow the player a more elaborate experience. The player will actually have much more freedom versus being required to follow a linear storyline. For now, here are a list of some of the features we plan on implementing. Note: Some of these are already outlined in the Feature section of the website.

  • Interactive Item Creation (ICC) allows you to modularly customize every aspect of your equipment. From the blades of a sword to the hilt, mining ores to be compounded into various metals, extracting materials from different types of plants and combining them to make new recipes, or even build your own house from scratch and customize every single room to your liking.
  • Chaos Theory ensures that for every action you make, there is a consequence: good or bad. You can decide to help out a fellow merchant in assisting his business by killing ravaging wolves. You can decide to kill one and come back telling him how brave you were, kill them all but don’t boast about it, or even lie about killing them entirely. What you do will affect how that merchant reacts towards you from then on.
  • The Alignment System allows a player to more or less choose whether they are Good, Evil, or in between. Every Quest you receive will give you a certain amount of Karma Points that can change your alignment positively or negatively. Depending on how good or evil you are there will be certain Quests and Events that you will not be able to do. If your Alignment is really low, you may even be attacked on sight by NPC's. However, having a bad alignment does have its perks. You can actually enter into houses and steal items if your alignment is low enough. You can even break into Castle Treasure rooms and gain rare items that way. But be careful as there are many dangers to doing this.
  • Expansive skill set and skill to experience based leveling allows you to increase the strength of your favorite abilities or magic as well as balance out your build to incorporate skills that are just as necessary but not as easy to level on their own. Includes six different career paths: Fighter, Chivalry, Stealth, Range, Black Magic, and White Magic each with a base tier job and two branching jobs that you can optimize to your own personal build.
  • Unlimited skill system allows you to purchase abilities and/or magic as long as you have experience to buy them. There are no restrictions to the amount of skills you can learn in each career path. Certain skills may require you to have a pre-requisite skill from the same career path or another career path in order to advance. You could learn every skill in the game or only focus on skills in your favorite path or a combination of paths.
  • Open politics allows the players to govern themselves. The monarchs are chosen by the people using a unique voting system. If you feel like your monarch is not doing an adequate job, then you have the ability to impeach them and vote on another monarch. This allows the players to write their own history. Monarchs can be assassinated, giving even more depth to the game. It is always in their best interest to follow the will of their people.
  • Complete interaction with other players allows you to form parties with them, communicate with them across the world using magic, create guilds with people who have common goals as you do. Work together for a common cause or stay together as friends and family.
  • Guild Wars will allow you to form massive guilds to take over a kingdom. This event will only be available during certain days. However, the guild leader will need to figure out some way to quell the violent unrest that follows. These can be done by people who can’t guarantee their pick in the open voting system and allows for corruption in the game offering more variables to game play.
  • Dynamic Titles allows your skill set learning order to effect how you are named. The Dynamic Title system follows your choice up to 2 tiers and as you learn more abilities or magic under a certain path, your title will reflect these changes.
  • There are 21 professions that you can learn and master and are as follows: Woodcutting, Fishing, Mining, Skinning, and Wildcrafting for gathering professions and Leatherworking, Cooking, Construction, Blacksmithing, Armorsmithing, Bladesmithing, Woodworking, Enchanting, Tailoring, Firemaking, Crafting, Jewelcrafting, Fletching, Bowyer, Herbalism, and Alchemy for production professions.

Creating 3d Objects for Star Fantasy

 

Creating Star Fantasy Unlimited is a lot of work ofcourse. We want to give you a great game experience, and one of the most important aspects to make that happen is to spend a lot of work on the graphics. We want the game to have lots of details, a great atmosphere and memorable locations. My job is to make 3D models. With so many things to model it's usually hard to choose what to model first, but with Mikey telling me what to make next, I don't have to worry about that.

My first assignment was to make the ores which can be mined ingame. Without asking too many questions I started working on the rock.

 

Then I added basic ore shapes to the rock. I wasn't sure if this was the shape I was looking for, but I was getting closer.

 


Shortly after this, Mikey contacted me and told me he came up with a better idea. He wanted to place the ores directly into the rock. This would create more diversity and realism. I agreed and started working on the new design of the ore. Mikey told me he wanted a more realistic design for the ores instead of the crystal-shaped ones. After trying some things out we came up with the final design. This is the design for the copper ore, but all the ore types ingame have a different color to them.

 

This was my first Dev Blog post. I enjoy informing everyone about my progress and I hope I'll be able to post better models in the future.

Gathering Professions


There are currently 5 gathering professions: Woodcutting, Fishing, Mining, Skinning, and Wildcrafting. A gathering profession is a profession that does not need a prerequisite from another profession in order to function. I will go into a brief description of how each of the gathering professions will work in game as well as some examples of how they tie into other professions.

Woodcutting is the art of cutting down and assessing each tree. Any player can cut down a tree, but only a person with the required woodcutting mastery for the wood will be able to appraise it and tell you what it is. This means that if you use the wood without appraising it, you will not be able to use it for anything other then Firemaking and even then, you won't get the benefits of using that wood because you don't know what it is. Cutting down a tree will raise your Woodcutting experience and allow you to cut them down in a shorter amount of time, appraise more accurately (meaning the stats of the trees will be more beneficial), and they will always create logs. The player will have to hold and release the targeting reticule in the center to hit the tree's weak spot and cut it down faster. The more Woodcutting experience you have, the less weak spots needed to hit. Woodcutting will be used in Construction, Woodworking, and Firemaking.

Fishing will require the player to actually have the skill and patience to catch fish. Everyone will have the same chance of catching fish, the main difference however, will be in what bait you use on the end of your line. Depending on what bait you use, you will have a high probability of catching that particular fish. Once you hooked the fish you must tap the fishing button as rapidly as you can until you've finally caught the fish. The less experience you have in fishing, the more button mashing you will need to do in order to catch the fish. You will also need a certain amount of experience to appraise the size and type of fish you caught. The size and type will dictate the stats on the fish as well as how long it will take for you to catch it. The bigger ones will take longer to catch however, the more experience you have, the better the chance of catching a bigger fish. Fishing will be used in Cooking and Alchemy.

Mining can be seen in a wide variety of games and this is no different. You will be able to see the ores of a gem or metal inside of caves and rocks all over Ellia. They will be easy to spot due to how they stick out as well as the particle effects on top of them. In order to mine a rock successfully you will need to find where the rock's being detained and slowly pick at it until the ore comes free. The more experience you have in Mining the less amount of swings that are required to get the ores free. Also, the rarer metals will require you to have an enchanted pick axe so as not to damage them during extraction. The more rare a metal is, the longer it will take to to extract it due to the delicate nature of it and not wanting to warp it on impact. Mining will be used in Construction, Blacksmithing, Bladesmithing, Armorsmithing, Jewelcrafting, Bowyer, and Alchemy.

Skinning allows the player to acquire a fiend or animal's skin or innards that can then be used for various professions. There really is not much experience to skinning other then being able to specify where to skin. At higher levels you will be able to skin more parts without completely mutilating the animal or fiend. You will also be able to skin things at a faster rate but other then that its a pretty bare but useful skill. Skinning will be used in Leatherworking, Cooking, Tailoring, Fletching, and Alchemy.

Wildcrafting is a profession that studies plants. You will be able to assess what the different types of plants are and what their use is through appraisal similar to Woodcutting. You can pick them, however, you will not be able to tell exactly what it is or what it is used for until it is appraised. The more experience you have in Wildcrafting the more accurate your appraisals are. Also, you will shorten the time needed to harvest them. The amount of materials gained from picking a particular plant will also scale with the amount of experience you have in your profession as well due to being able to spot the necessary portions and pick out the unnecessary ones to maximize your efficiency. Wildcrafting is used in Herbalism, Cooking, and Tailoring.

First Entry


This is our first team development blog. The goal of this is to update our fan base as well as the independent community on this innovative new 3D Fantasy/Medieval MMORPG. I will be going from literally almost start to finish of course the design has already been written up but I am constantly updating it and as such I will be posting regularly.

First topic of discussion is we are still waiting for word on Hero Engine in order to continue with our progress. We want to go with Hero Engine because of the ease of use it will offer our entire team. Everything is collaborative to where while one person is working on one area another person can be working on the same area without having to shut down the server to submit changes. The available tools are also very expansive. The only thing that is making us unsure about getting Hero Engine is the price. Unfortunately, I on my own will not be able to pay for the license but luckily the team is willing to pitch in and help out with the cost. The engine is due to release at the end of this month.

However, I'm not stopping from working on the game design document which comes to the second topic of discussion. Currently, the game has undergone a few design decisions the first mainly being that the game will be a sand box MMORPG instead of a theme park based one. What this means is instead of following a linear storyline and having an end similar to World of Warcraft, the community keeps it going and encourages prosperity similar to Runescape. The reason for this design change is because I want the player to have literally unlimited freedom, hence the name Star Fantasy Unlimited. Also, for professions instead of the player leveling up and being able to create a better armor each level, they will be able to buy the master book for whatever part of the profession they want to specialize in. From there, they can level that profession's skill to be more proficient with it. For example, with the blacksmith profession you can learn to create a Falchion blade or a Gladius blade as soon as you start. However, their stats are different and using one more then the other will cause that profession skill to increase the stats on the blade you create.

That leads me to my third and final topic of discussion, I have decided on the professions for the game:

Woodcutting
Leatherworking
Cooking
Construction
Fishing
Mining
Blacksmithing
Bladesmithing
Woodworking
Enchanting
Tailoring
Firemaking
Armorsmithing
Jewelcrafting
Fletching
Bowyer
Herbalism
Wildcrafting
Crafting
Alchemy
Skinning

Listed in no particular order each profession will build on the other to create unique weapons, armor, potions, etc. At the minimum, every week I will continue to release information about a profession and how they will tie into the other ones.