Game made by a veteran mmo gamer , for mmo gamers
I have been playing mmo games for almost a decade now , know ins and out of them , and at some point i started burning out , there just literally nothing good to play these days , i decided to change that with this project
So whats Inscribe Online?
The game is a sandbox mmorpg located in world of underground tunnels , without any surface.
Inspirations came from titles like wurm online , dungeon keeper , wiggles ,and minecraft .
You might even say its a mash up of all those games , with first person perspective (mmo)rpg twist
Whats so unique about my game then ?
I developed a true 3d macro-voxel world which is entirely player-driven , the whole tunnel network you will be moving yourself in is either player-made or player influenced , nothing is constatn or fixed in Inscribe,
By a 3d macro-voxel world i mean that the world map consist of sectors that can be mined out in every possible direction including diagonal approach . You can set traps , that are based not only on items you plant on the ground , but that are based on the world shape and mechanics itself : trapdoors that dump you into a pit with lethal monsters , or crafted steel spikes , thats only two of many examples
What more? reinforcing walls so that noone can mine through them , building whole underground settlements with locked doors (which someone skilled up will be able to lockpick)
rune-machine-like constructs that you can deploy to secure your possesions , make doors look like walls or rocks ,i can go on and on with planned features :)
There of course will be alot of pvp and pve content , with persistent territory based conquest,
skill based progress (you level up skills independly like blacksmithing , longsword use , and so on , instead of main character lvl approach from Wow ), and mini non-instanced raids that you will be able to find while exploring-mining throu the world
You can find alot more info on official site of the project,link to it can be found on the right side of this profile
most recent bugfixes :
- you cant exit the game with escape key anymore
- fix for server crash with moving stuff out of invention window while it is not yet finished
- after fleeting from a fight without killing the target the health wasnt regenearing
- frame limit hardcapped to 60 fps to prevent excessive computer resource usage
- fixed game&gui scaling while resizing
here you can watch a short gameplay from Inscribe :
I have made a humble new site for inscribe , cheers!
i have been developing , new objects added with placeholder modeling , new functionalities and features too, and more is on the way
what have been happening recently with and within the game
new w.i.p. inventory system ,first mineable ore veins ,alot of minor tweaks/fixes done to gui and gameplay , roadmap for this year
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Damn a update. Woah that came out of nowhere lol.
i really want to participate in a beta soon because i can put footage on my youtube channel :D
Very interesting concept! I'll be watching this one, hope it gets finished! ;D
small update for now :
still working on the new tileset system, this time on the server-side of it , it should be ready soon-ish maybe in like 1-2 weeks .The client-side optimization was done and is working good .With the new system i implemented the playground of the game has total of 147 millions of tiles to dig out and i might double or triple it,it only will depend on the servers ram capacity
thats all for now EOT :)
1st. is this going to be F2P?
2nd. Combat is 1st person or 3rd as well as action/shooter based or traditional MMO combat (WoW,EQ2,Runescape)?
it will be free to play to some extent for sure , like a free unlimited trial or something like that, but even when a subscription will be available i wont charge for it alot , it will be a small amount to cover server cost and time i invested in it :), but i didnt even think about this until you asked really :) so it will probably change
Combat will be wow-like where you need to point someone and be in range to attack , but it is due to change accordingly how well the development will go
Ok well so far not saying it is but, it is reminding me of wurm online which all the features are great but it uses that auto combat thing. But if you had it with action(vindictus)or FPS/TPS where player skill comes into player's not just stats.
But i'll be watching
i m nearly half done with client optimalization , but i think making combat , where you have to aim at someone to hit him wont be too difficult to implement , i already have an idea how i could make that happen :)
So ya If it takes skill to play and not just stats for combat. Than you probably will have me as a player with your somehow F2P model unless you do really well and I have some spare cash laying around.
But ya examples of combat I am think of is like Oblivion,Darkfall Online,ANY FPS now and days, or even like vindictus/ Dungeon and dragons online.
Also For your F2P if you do one Take a Good ol look at DDO and turbine what they have done to that for F2P. But if you don't get many subscribers.
Put a feature in where the players view add for you from affiliates and the such so you make mula off the F2P players
Sorta like what adventure quest worlds does. That way players view an ad there rewarded with maybe a super rare piece of armour that would be hard to find otherwise.
But ya keep up the work. But I have a pretty good Feeling your on the right track to making a GREAT mmo
Also as a side note your gameplay videos resemble minecraft alot just with different models. You may wanna change it a little in looks so you don't end up making people think it is a clone of minecraft.
Also Is there going to Be NPC's with quests?
sorry for the long reply time, its been more than a month now from any news , but the project isnt dead and i m alive :), i had a christmas break from development that took a little too long , literally.The good news is that i thought about it some over the time and today i probably figured out how to optimize the game to the extent ,that all my problems with client eating up ram memory will be gone, the map will be 10-20 times bigger, and there wont be a need for dividing it into smaller pieces.
I think this will be a hudge milestone in development that will push me in a very good direction , if all things work out the way i want that is :)
oh and about the quests and npcs - i dont plan to have content thats not player made or player driven , so npcs will be probably only vendor-type and spawned by players to sell their items when they re not online