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Blog RSS Feed Report abuse Latest News: Grimoire: Manastorm Early Access Roadmap (Part 1 of 2)

About Grimoire: Manastorm with 0 comments by Omniconnection on May 22nd, 2015

Grimoire: Manastorm Early Access Roadmap (Part 1 of 2)

devroadmap_concept01

Table of Contents

  • A Change in Destination
  • One Mode to Rule Them All
  • Keeping it Classy
  • Stats, Achievements, and Progression
  • Rune System
  • Articles of Conflagration
  • Tightening up the Graphics on Level 3
  • Deliver Less Content

A Change in Destination
To understand where we’re going it will help to understand where we’ve been. For the last year Grimoire: Manastorm has been developed by a very small team. The game is, and has always been, ambitious. We set out to create a multiplayer experience on par with triple AAA games with the budget of a tiny indie studio. We’ve always planned to use money earned by Early Access to add features to the game, and we’re doing that now. However, therein lies the rub. Even with sinking every penny back into development we don’t have the resources to build the game we originally set out to create. That means cutting quantity or cutting quality. We have decided to cut quantity.

Every aspect of Grimoire is being iterated, improved, and polished. We are tabling our other ambitions in order to make the best game we can with the resources we have.This roadmap is the new direction for Grimoire. We’re excited about it, and we think you will be too.

One Mode to Rule Them All
A single, primary multiplayer mode for Grimoire allows us to keep the community united and raise the quality bar; Conquest is that mode…

And it’s getting a major overhaul. Check out DevBlog #25 for details on the general gameplay changes that are being made. In addition, we’re creating a new map event system that gives each map unique mechanics. For example: on Temple we are adding destructible obelisks that, when destroyed, unleash a swarm of AI enemies and reset ownership of the middle point back to neutral. There is more to it than that, but due to the iterative nature of this new system it’s better to just let you play it and give feedback. The goal of each map system is to create a unique and distinct feel for each map.

devroadmap_concept02


(unfinished concept for map currently known as Market)

Conquest won’t just be as simple as five points with some variation in terrain and art- Conquest will be a series of scenarios that play to different strengths for each class as well as add a bit of unpredictability. None of these mechanics will detract from a skilled player’s ability to excel, but they will offer players of all skill levels opportunities to make tactical decisions that affect the map as a whole.

In addition to the Conquest changes FFA will be getting some attention in the form of power-ups. We want this mode available to anyone wanting to learn the classes in a fast-paced high-action environment, and we hope power-ups will spice up this mode enough to make it a good introduction to Grimoire PvP.

devroadmap_CLASS


Keeping it Classy
At release Grimoire: Manastorm will feature 6 playable classes. They are Ice, Fire, Lightning, Earth, Life (Nature), and Nether. We have extensive designs for additional classes, but if added to the game, they will likely be DLC.

The decision to reduce the number of launch classes from six to ten was an easy one. It would be fun to say we agonized over it and had to make a tough call but we didn’t, and it wasn’t. We can give our six existing classes new character models, new animations, as well as deep spell customization at the cost of doing fewer classes for launch– it was an obvious choice.

So what’s in store for our existing classes? For starters Nether is getting a new passive, Earth is getting a new Utility (Q is default bind) spell, Nature is getting the ability to spawn health-pickups, and every class will be receiving balance changes and bug fixes. Further along in the roadmap the Rune system will detail how you can customize every spell to your liking. We’re ready to start polishing each Wizard until their aesthetic and gameplay roles shine.

Stats, Achievements, and Progression
We’re fully integrated with the steam platform, and that means stat tracking, achievements, and a brand new progression system are all on the way. For Grimoire: Manastorm stats and achievements are the foundation of a progression system that will allow you to level up each class. As a class gains levels rewards will be unlocked. While some of these rewards will be cosmetic, others will affect gameplay. However, we believe it is crucial to maintain an even playing field so high level players will not be simply ‘more powerful’ than new players.

Stats are going to be as extensive as we can make them. We want you to know everything from how much damage you’ve dealt with fireballs to what the most people you’ve ever killed with a meteor storm is. Stats aren’t just going to be your win and loss ratios, they are going to be a detailed look at the spells you are most effective with and where you have the most room for improvement.

Achievements build on the foundation laid by stats and will offer a variety class-specific accomplishments. Earning achievements for each class isn’t just for bragging rights- they are essentially mini-quests scattered throughout the game that will level you up!

The progression that builds off stats and achievements will add cosmetic flare for you to show to friends, but more importantly it will offer you more choices with Grimoire’s Rune System. More on that in Part 2 of our roadmap.

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Post comment Comments  (0 - 10 of 125)
cgfdgt
cgfdgt Apr 16 2015, 12:10pm says:

I think you bearly moving all I seen was assets and low poly mesh's I hope to see GUI inventory and sound composition's.

+1 vote     reply to comment
TheWalshinator
TheWalshinator Feb 16 2015, 5:32am says:

Hey guys, been on the group for a while but I don't think I ever really introduced myself here. I'm Daniel (most people know me as Dan, TheWalshinator or Walsh) and I'm the project leader at Walshinator Productions, where me and my currently small team are working on a first-person psychological horror game series called ALWAYS HUNTING, a prototype for the first of which (Jacob's Story) is currently in development.
Indiedb.com
Help is always welcome and greatly appreciated, so if you are interested in helping out or just want to chat (which I'm totally fine with), feel free to send me a PM or hit me up on Skype (thewalshinator1). I'll say now that we do not currently have a budget, so paid work isn't an option right now but might become available in the future, because I plan to launch a fundraiser campaign after the prototype's three levels are completed.

+1 vote     reply to comment
Guest
Guest Dec 6 2014, 11:42am says:

This comment is currently awaiting admin approval, join now to view.

Devdan
Devdan Dec 23 2014, 7:10pm replied:

I don't think it's really a problem since UDK is almost fine as it is. My only grip is that the C++ source code is locked and we are now stuck with Unreal Script forever...

+2 votes     reply to comment
T-F
T-F Mar 5 2014, 5:41pm says:

Hey guys, check this out Moddb.com . They need help with the UDK, it would be extremely cool to play this.

+1 vote     reply to comment
FireSpawn
FireSpawn Nov 15 2013, 3:20am says:

How are you using Unreal Engine 4? I thought that wasn't available to the public yet? It looks great none the less.

+4 votes     reply to comment
slipkid69
slipkid69 Oct 3 2013, 8:47am says:

Another great piece of kit.

+3 votes     reply to comment
rares215
rares215 Jul 3 2013, 9:07am says:

OMG i don`t believe this, in Game Dev Tycoon i named my company UnReal Entertainment XD and now i noticed that there exists Unreal Development XD

+1 vote     reply to comment
Guest
Guest Nov 26 2013, 3:00pm replied:

Are you serious that you never heard of Unreal Tournament games or any game that uses Unreal's engine?

+2 votes     reply to comment
sargent991
sargent991 Jul 3 2013, 6:22am says:

Hey all,i'work in "FPS"Game we want programming plz ineed help,pm

+1 vote     reply to comment
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