I'm excited to announce my game Ichor Online: an Action MMORPG inspired by the classics. Explore, craft, and grow in a player-driven economy.
No quest markers, no hidden subscription fees, and no pay-to-win.
More to come soon. Wishlist on steam:
@MjTheHunter I wonder if the cinematic trailers still have good engagement and conversion, considering how much work goes into it and how little it tells about the game
Last week we were nobodies.
After our first YouTube video we are now at 5,000 wishlists with a Discord server full of players talking about the game and the first Patreon members are already trying the pre-alpha!!
I can't even describe how surreal this is..
@SawmanUk@RageDarling There are some channels with entire generated scripts. With sharp ears you can really hear the quirks and patterns only AI writes. It puts me off, but most people don’t seem to care
@halette_briefer The journey should be interesting and even walking around should be enjoyable!
Some games end up having to do those mechanics because the world is way too big and empty
I played World of Warcraft for many, many years (stopped around early Cata days). The one thing that stood out to me more than anything was its massive size. It was literally a world. And it felt huge because you had to explore everything by foot (to start with anyway).
This might be a hot take but I always felt that some of the magic got lost with the flying mounts and teleports later on. The upgrade from walking to getting your first mount was nice (it felt like a real milestone) but the flying mount and teleports turned a once massive world into a set of waypoints.
I know it's all under the umbrella of convenience but I felt that the world really started to shrink and lost a big chunk of its charm. It wasn't about exploring anymore, it was about getting to the next dungeon or raid as fast as possible, relegating everything else to secondary importance, including all the little details, NPCs, caves, coastlines, mountains, and everything that that was once so wonderful to explore.
@TiCladStudios@FR3NKD Thanks! And absolutely, we had to integrate physics, skeleton animation playback, pathfinding and other things into spacetime. Kind of a mini engine at this point.
On Godot side we’re making several tools, chunk streaming, lots of work!!
@sirokuro_selbin@mootiongraphics Hey! Have you looked into root motion? If the animation is “baked” with the distances, it gets easier to figure out the speeds in engine to match the actual traveled distance with minimal foot sliding
@gruni@FR3NKD No vibes, no generative AI. Only serious engineering and hand crafted art.
Took several months to make the small prototype we showcased in the video.
Warhorse studios deserve all the credit in the world for letting us be able to actually step into the past like this. The reverence and respect for history is unprecedented in Kingdom Come Deliverance.