Monsters and Memories (Project_N) - Old School Indie MMO

Siliconemelons

Ssraeszha Raider
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Last vod said they would do a few stress tests before Oct 1.

Patch tomorrow it looks like with the deep and paladins (hopefully bard).

I am now (actually) 23 on the pally. A decent level that seems to be where spells and abilities are mostly matured.

I have sought vengeance upon Captain Mangles twice now- the first time (at 22) a cleric showed up… i dont know if he healed.. I didnt notice and I was popping my pet… and then the mini “DA” and my own heals…I do know he nuked him once it was clear I was winning- I think he wanted the kill.

So now I completely soloed him at 23. Was a good fight, had to pay attention, use my “cooldowns” properly etc.

I say this as it has been a good indicator of power and flexibility of the class- he was, I would say “harder” than the wyrmsbane ghosts and named (sans bronn, and I haven’t gotten timmon yet- so not near level)

So I give them props that from start to at least 23 the power curve has been steady, there are jumps in mobs and I have to adjust and find good spots.

The exp hit from blue to barely green is harsh, and while the power you gain makes taking out “newly” green mobs fairly quick and painless- the exp hit makes it nowhere close to good or close to longer down time blues.

So- will be interesting to see the new pally changes and if there is a power boost, it even just a toolkit expansion.
 
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Siliconemelons

Ssraeszha Raider
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I love SK so I am hoping when it's time comes they don't massacre my boy

The community is soo split… but the “omg we are going to be the Witcher!” Crew is loud and strong… sorry witchers are monster “hunters” in terms of Slayers and killers-a and in the Witcher monsters are other worldly demons, they are a shunned by the world (and they accept that) good that lives and in the darkness to hunt it and kill it. The magic they use is generally physical enchantment magic. So if its Witcher sure… but grumpy blue mage… no… catching / killing “monsters” for their skills and traits is - on the more magic side, Blue Mage, on the more physical side, Beastmaster… not ShadowKnight

Monsters in MnM are not really, or /all/ demons. Heck the rats and gnolls are most likely fully sentient and we just up and lolacaust them. So a “Witcher” in MnM does not fit
 
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Hekotat

FoH nuclear response team
13,403
13,987
I am now (actually) 23 on the pally. A decent level that seems to be where spells and abilities are mostly matured.

I have sought vengeance upon Captain Mangles twice now- the first time (at 22) a cleric showed up… i dont know if he healed.. I didnt notice and I was popping my pet… and then the mini “DA” and my own heals…I do know he nuked him once it was clear I was winning- I think he wanted the kill.

So now I completely soloed him at 23. Was a good fight, had to pay attention, use my “cooldowns” properly etc.

I say this as it has been a good indicator of power and flexibility of the class- he was, I would say “harder” than the wyrmsbane ghosts and named (sans bronn, and I haven’t gotten timmon yet- so not near level)

So I give them props that from start to at least 23 the power curve has been steady, there are jumps in mobs and I have to adjust and find good spots.

The exp hit from blue to barely green is harsh, and while the power you gain makes taking out “newly” green mobs fairly quick and painless- the exp hit makes it nowhere close to good or close to longer down time blues.

So- will be interesting to see the new pally changes and if there is a power boost, it even just a toolkit expansion.

Im sure itll be a general improvement across the board, like the aura giving the equivalent to 1 AC.
 
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Daidraco

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Guessing they are at the bottom of the barrel, I got an invite.

Have they reworked mages yet or is that a class to get that later? As that is what I would like to try. Only got to level 4 or so on the test they had a weekend 6 or so months ago
I think its just more in line with responsible marketing on a project that they know has bugs and unfinished content. Let everyone in right before they turn the lights off on the free access to let people figure out if they will want to play or not when it goes into subscription service mode. Double sided coin that in doing that, they also get more people to subscribe to the game and less ill will when it does go into EA. I've paid more for games in EA that have more bugs, less content, and were 2-3 times more expensive than this, several times over. I actually like playing this game already.
Last vod said they would do a few stress tests before Oct 1.

Patch tomorrow it looks like with the deep and paladins (hopefully bard).
Judging by the Cleric, I firmly believe Paladins will be absolute monsters until they hit them with the nerf bat. If they arent, Ill be extremely surprised. Depending on what classes get a make over, and what they look like afterwards in the coming weeks will depict what my duo will be, for sure.

My fall back is Fighter/Shaman duo if - none of the other revamps peak my interest. Enchanter and a duo support class is currently in my brain. The guy redoing the enchanter loves everquest enchanters - so Im not exactly all that "concerned" with any charm changes. But again, we'll see if they do any major changes to it by EA.
 
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Daidraco

<Gold Donor>
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Still leaning Inq/Bard/Ele depending on changes and group comp.
The only one in that selection thats just absolutely ass right now is the Bard. Another "hope" that they can turn it around with the revamp and not go the way of the Wizard with it - absolutely nuking their solo-ability and group utility. Elementalist is just boring af.
 

Mur

Trakanon Raider
893
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I love SK so I am hoping when it's time comes they don't massacre my boy

As an old Troll SK, I feel the same. I admit I will miss having a sidekick, as evidently they are adamant about SK losing our pet, but if they get other thing right I can live with that for sure. Gotta Keep FD, give us some instant high agro low dmg/heal tap, change Harm Touch to Harm Tap with a higher cooldown, increase damage since we are losing out on our walking DoT (pet). I also would not be really disappointed if they just copy pasted VG's Dread Knight stances, spells and abilties.
 
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Noodleface

A Mod Real Quick
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As an old Troll SK, I feel the same. I admit I will miss having a sidekick, as evidently they are adamant about SK losing our pet, but if they get other thing right I can live with that for sure. Gotta Keep FD, give us some instant high agro low dmg/heal tap, change Harm Touch to Harm Tap with a higher cooldown, increase damage since we are losing out on our walking DoT (pet). I also would not be really disappointed if they just copy pasted VG's Dread Knight stances, spells and abilties.
VG had such good class design, I loved tanking in that game.
 
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vegetoeeVegetoee

Trakanon Raider
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As an old Troll SK, I feel the same. I admit I will miss having a sidekick, as evidently they are adamant about SK losing our pet, but if they get other thing right I can live with that for sure. Gotta Keep FD, give us some instant high agro low dmg/heal tap, change Harm Touch to Harm Tap with a higher cooldown, increase damage since we are losing out on our walking DoT (pet). I also would not be really disappointed if they just copy pasted VG's Dread Knight stances, spells and abilties.
If they went the VG route I'd play an SK in a heartbeat. Otherwise I am sticking with ranger. Very curious to see how we can enhance campfires and if we get more campfire boofs.
 
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Siliconemelons

Ssraeszha Raider
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Newsletter #2 is out. I had to crop some pictures for the forum to accept it. I would suggest checking out the team directly
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Newsletter



Welcome to our second newsletter!

For those of you reading this on mobile devices:
Good luck - we tend to be wordy, and this episode’s images are a bit dark.
Also, do you not have PC’s?


For the rest of you, (including those of you enjoying this on forums where this will inevitably be posted):
Good luck - the same applies (though, the images are slightly less brown than last time).
A glimpse of the starry sky above Night Harbor

Art

As we continue to work through the Project_N “Proof of Concept,” we’ve been experimenting with our art direction.

This includes, concepts and texture work that’s being iterated on by a couple of concept artists we’ve contracted.

Art is an area in which we have some very strong ideas for the direction, but will likely be iterating on from both stylistic and technical standpoints throughout the process (note: see the previous newsletter for a sample).

So, keep in mind that the game’s visuals (posted here and on the stream) should still be considered placeholders for gameplay & technical testing, along with random aesthetic test cases.
Despite there being textures, FX, etc… we still just refer to this as “GreyBox” (okay, maybe BrownBox).
And pretty much everything you’ve seen to date are our own handcrafted assets, as we are not currently making use of resources like the Unity Asset Store.

Ali has also been creating some of our own textures in-house, while Shawn has been creating Environment Art in Blender and placeholder FX in Unity.
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Two orc centurions stand guard in an alternate version of our Mini-Crypt Dungeon

Initial Placeholder UI Functionality

We’ve implemented:
  • Functioning Chat
  • Combat and Status Text
  • Targeting Window with Health and Mana
  • Player Window with Health, Mana, and Experience
  • Abilities Bar and Cooldown Indicator
  • Moveable Elements
Shakabrah helped us with the UI, and was able to provide us with an initial placeholder framework.

It features moveable UI elements in the form of a chat log, player frame, target frame, and ability bar.

As far as UI Design goes, we’re still talking specifics.

What we don’t like is extremely cluttered screens, excessive sound effects, or on screen instructions to tell you exactly what to do to play the game.

However, we want to give players the flexibility to customize their UI layout and appearance through skinning.

Stay tuned for more information regarding our User Interface.
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Project_N Initial Placeholder UI Elements
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Combat

We’ve implemented:
  • Tab Targeting
  • Classic Era and Pen & Paper inspired Combat Formulas
  • Auto Attack
  • Crunchy Abilities with Cooldowns and Global Cooldowns (yum…)
  • Warrior, Cleric, Rogue, Wizard, and Paladin Classes (initial playables)
  • Experience Gain & Leveling
  • Skill-ups for Hand to Hand Combat, Offense, and Defense skills
  • Sit/Stand and Regeneration Rates
  • Death & Respawn
  • Aggro
  • Initial Faction work
We’ve got the foundational elements in place for combat. This enables us to target NPCs and play through the combat loop in a natural manner.

We’re already finding combat fun and engaging, and will be further elaborated on in future updates. This and similar work is moving fast enough that we’ve decided to save the last couple of weeks' work for future newsletters.

A major focus for us has been tooling for Class Balancing and Combat Scenario Balancing.

As always with Project_N, the tools are designer focused and data-centric.

The goal for combat and the tech behind combat is to bring back the intricacies of old-school MMO combat, which we believe have been mostly forgotten since the initial days of MMOs, in favor of streamlining and/or a more action-y feel.
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A ghoul patrols through our Mini-Crypt Test Dungeon

Foundational Tech

We’ve implemented:
  • Client, Server, and Networking
  • State persistence
  • Zoning (we are zone based)
  • Day/Night Cycle
Progress on Netcode and the foundational tech has been rapid. We are super stoked with the core systems we have in place so far!

At the heart of the tech is a central queuing and messaging system. This has allowed the individual systems to be very loosely coupled, with thin lines of communication.

The hope is that such an architecture will allow us to scale rapidly and easily add new systems and functionality.

We look forward to posting a Tech-focused newsletter in the near future!
Project_N Spawn Editor and Spawn Visualization in action

Design Tools

We’ve implemented:
  • Data-driven tools & visualization integrated into Unity
  • NPC Definitions & Placement
  • Spawn Points & Spawning Volumes (for mob fields)
  • Spawn Commands: Gotos, wander, repeat commands, etc.
  • Spawn Timers with Several Available Presets (including Zone Based Timers)
  • Currently supporting 5 unique and persistent zones for testing purposes
And what’s combat without NPCs? A strong focus for us is the ability to efficiently build out a large world with varied biomes, NPCs, and other content.

This content needs to not only operate at scale, but also be easily maintainable over the years.

With this in mind, we’ve designed and started implementing our own data-driven tools.

They allow designers to easily familiarize themselves and quickly become very effective in making content without the explicit need for direct programmer support.

Shawn has drawn heavily from past experience in this area, while Ali and Nick have used their more recent experiences in the emulator community to drive these efforts forward at a fast pace.

This has allowed Nick to steadily implement and iterate on zone populations (for multiple zones), create classes and abilities, tweak player and mob tuning, and more… while also providing valuable feedback (and a ton of bug reports), which helps Ali expose properties in the editor, clean up code, and tighten things as we go.
An orc pawn approaches as The Moons emerge over Night Harbor

Lore

Shawn and Astra have been going deep into the history of the world of Project_N and we think you will love where our Lore is going.

There’s a heavy emphasis on history, factions, and other elements that feed a sense of discovery and place.

Our focus is on worldbuilding that’ll allow you, your communities, and us as creators to experience the story of our time together in this world - rather than strict linear narratives with far-reaching deterministic outcomes.

We want to create a world, not a fantasy novel.

Our stories should add to, not overshadow, yours.

We’re also really excited about how well our World Maps have been coming together. It’s been fun for us to see the world and its eras take a more tangible shape.

The maps are being drawn in Inkarnate (and we can’t wait to have cloth versions in our hands) and the lore is being developed in World Anvil. We’re not affiliated with either app, but we do think they’re badass so far.

Unfortunately, Lore and World Development are areas we can’t share a lot about yet, because we want to preserve the mystery, and several aspects are still in flux.

We are hoping to get to a point in which we can share more Lore information in the near future. And as we’ve just gotten started, we still have plenty of time.

Closing Thoughts

Thanks from all of us for taking the time to read this. We’ve only been at this for a couple of months, but we’re really excited by the progress so far.

This project is a huge point of passion for us, but we’re also taking it very seriously. This is a game that we really want to make, and we take a lot of pride in being open with you and in having you along.

Please keep checking our progress on the stream, we love hearing from you! The discussions thus far have been extremely helpful. Nick is also hoping to start doing some design and gameplay streams soon, so be on the lookout for that!

Again - a huge thanks goes out from the 4 of us - with a special thanks to Shaka for the help with the UI!

Looking forward to sharing more soon... it's moving fast.

I would just like to point out that these screen shots are better than what we currently have because YOU CAN SEE
 

Del

Potato del Grande
1,417
1,437
VG had such good class design, I loved tanking in that game.
It had some great ideas, but it had some the most imbalanced classes I've ever seen in an mmo. I remember my Qalia monk being just insanely broken. I could farm 1-3 ethereal twilights per hour with a friends shaman healing me.
 
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Ridas

Pay to play forum
2,990
4,282
It had some great ideas, but it had some the most imbalanced classes I've ever seen in an mmo. I remember my Qalia monk being just insanely broken. I could farm 1-3 ethereal twilights per hour with a friends shaman healing me.
Hell yeah, I played a monk with a shm Box and aoe farming the runes and killing bod nameds was a lot of fun. VG Monk still is my favorite class in all mmorpgs I played.
 
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Noodleface

A Mod Real Quick
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Hell yeah, I played a monk with a shm Box and aoe farming the runes and killing bod nameds was a lot of fun. VG Monk still is my favorite class in all mmorpgs I played.
I played a paladin tank and it was just fun to play. Some were OP but I think given more time it couldve been great.

That blood mage (I think that was the name?) healer was super unique too. That was my favorite healer design
 

Siliconemelons

Ssraeszha Raider
15,455
25,094
I played a paladin tank and it was just fun to play. Some were OP but I think given more time it couldve been great.

That blood mage (I think that was the name?) healer was super unique too. That was my favorite healer design

Beta BM was like WoW beta blood DK, insane and fun… but mutilated by the nerf bat…not just hit with it, but turned to goo.