MageWorks

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MageWorks was developed as a prototype for VR + Motion controllers in June of 2016. The game puts the player in the position of a mage with a spellbook in one hand and a staff in the other. Players flip through their spellbooks and use their staff to cast the spell. Players can also customize both their spellbooks and their staffs. After customizing their staff using resources found in the environment, players can 3d-print their designs. Currently in Early Access, MageWorks is due for release in Summer of 2017 and is compatible with both Vive and Touch.

The game originally used teleporting for movement, however the community quickly requested analogue for more advanced users, so a HoverDrone was added, allowing players to step on their drone to hover around places with analogue controls. There is also a mining cart ride that players will need to take in order to reach the crystal farms deep within the earth.

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We're now entering into a Beta-ish build with most of the game's features implemented in some form or another. This update has primarily focused on the staff creation system and making sure that different staff parts can be built in a modular interchangeable way. Also included are a couple prefabricated staff parts to work with.

Here's a list of what's new:

> overhauled the staff to now support interchangeable parts
> replaced some spellbook icons with art that is more fitting to the spell that is cast
> the cart mining ride quickplay game now includes enemies (currently idle) for target practice
> fixed the basic training level to now require the home-warping spell to be unlocked as part of the tutorial

Known Issues:

> most spells are auto-unlocked at the moment because save-games will be overwritten during updates until full release
> the crystals that are tumbled are currently not saved, but will be fixed in a mini-update in the near future
> when players draw their designs on the drawing board, the part creation machine currently creates that part out of sequence and with some mesh errors, but we are close to fixing this bug
> only the first curve drawn will be saved between levels, but this will be fixed in a future build
> the book of ink currently does not function, but will correctly load the desired ink type in a future build
> the campaign tutorial can only be completed up to level 401
> the tutorial crow occasionally gets stuck on the players book if the player holds the book out for a perch

On The Horizon:

> additional level design work to improve gameplay and optimization
> the dragon quickplay game will be available soon. (currently the dragon runs just runs around spitting fire)
> levels will be populated with level-specific flower types so different ink types can be created
> full staffs will be 3d printable. currently only parts are printable, but we are developing a system that allows for either individual parts to be printed or the full staff as a single object.
> a couple spells still remain to be created and will be included in a future build.

MageWorks :: v0.0.17 Now Available on SteamVR

MageWorks :: v0.0.17 Now Available on SteamVR

News

MageWorks update v0.0.17 is now available, and with it comes several new features and improvements getting ever closer to a beta build!

MageWorks :: Update v0.0.16

MageWorks :: Update v0.0.16

News 1 comment

A brief update has been released fixing a few things under the hood, and implements the new level warp system.

MageWorks :: Update v0.0.15 Now Available

MageWorks :: Update v0.0.15 Now Available

News 1 comment

MageWorks v0.0.15 is now available and includes new spells, improved environments, aggressive A.I., and lots of progress on crafting.

MageWorks :: v0.0.12

MageWorks :: v0.0.12

News

MageWorks v0.0.12 is now available and includes VR crystal shaping!

Comments
Vladiskov
Vladiskov

Its rather strange to have a VR RPG specially since the player movement ideas are way too green at the moment for combat (you know, having to select to where to move, intead of moving naturally, feels counter instuitive), "Magical Duel" Based combats (where two mages combat each other with their spells) its other story though.

The spell book idea its rather neat, and you would consider a generation engine, where the player chose for example:
1.-School of magic
2.- If necesary, Element.
3.- if necesary, Distance
4.- If necesary, "is the spell casted on self Or on others?"
5.- "Streght of the spell" (example: Damage points, healing points)

About the Schools of magics, you would consider something similar to "The elders scrolls" idea of it as its pretty acuratery for most of the spells you would add.

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sporx Creator
sporx

good thoughts. so far there are two types of spell books. combat spell books and utility spell books. combat has stuff life short range, long range, burst, pet and defense. utility has things like hoverboards, flashlights, lockpicks, and portals. the way you've mapped it out would be good for spell crafting. that could be an advanced part of the game or something. or maybe DLC as an advanced spell book of crafting sorts.

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firarain
firarain

will this be rpg like for VR with a story focus or more sandbox. [ or both ].

just curius. [ dont have vr now but a friend will have one soon.]

watching now and hope it will become something interesting in the future.

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sporx Creator
sporx

probably a little of both, but on the casual side. spellbook and staff crafting based on elements & spells collected in the wild. looking into ways VR could give rpg games a different flavor, so not quite sure yet. but there is an inventory system in the works. stats will probably be really basic and focus more on schools of magic rather than traditional stuff like strength, dexterity, etc. this way, people can customize their spell books based on their favorite type of magic.

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firarain
firarain

guess that is right, schools of magic is more realistic as a mage.

Keep up to good work :)

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MageWorks
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Windows, VR
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sporx
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Style
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Role Playing
Theme
Fantasy
Players
Single Player
Project
Indie
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HTC Vive
HTC Vive HTC Headset
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