The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.
Orizon is a project that I started working on 8 years ago, but I was quickly forced to put the project on ice as I was simply not experienced enough. Now with jobs at various studios under my belt and countless hours of research in all aspects of game development ( What can I say, I'm a workaholic :-P ) I can finally make Orizon the way I envisioned it.
3 factions struggle to conquer an entire planet. Players attack enemy territories ( levels ) and if they succeed, they capture that territory for their faction. Every territory is owned by a player and it is the owners job to build a base that makes it as difficult as possible for enemies to capture. Doing good as a base manager will benefit your in game character and doing good while attacking enemy territories with your character will benefit your bases. When a territory is being attacked, the owner is able to land on the territory and act as a sort of dungeon master to mess with the attacking players.
Since game design evolves as I develop the game, I will only add more information as soon as I have video and screenshots to back up a fully implemented feature. Hope you stick around! =)
Hello again!
You might've notice a name change. I've been getting a lot of questions on whether the game was related to Warhammer, which it isn't. I was not aware that the name existed in the Warhammer universe and I don't want it to be mistaken for being related.
So... I've been working this update for 3 months now and it has reached a presentable state so I'm excited to finally show it to you guys! :-)
The most complex feature of the blood system is the blood texture, which dynamically simulates blood trails that are affected by gravity. Blood trails can come off the body and become blood drips which become blood trails again once they collide with a new object. Another feature is the blood gush, which creates a long piece of blood mesh that collides with the world.
The whole system is far from done and at this stage, it's more of a proof of concept. The goal is to cover entire levels with persistent blood and remove the use of decals completely.
Feedback is appreciated! =)
m0rales.
Since last update I have added two important features, the dynamic resources and buildable structures. Expect the updates to become less frequent but...
During week 8 and 9 I have been working on a day to night cycle and a weather system!
This week I've added a simple critter AI that supports hundreds of critters.
This week I've been focusing on the terrain and the terrain props.
Sooo.. Bloodyyy xD
Nice
This sounds and looks like a bloody awesome game.
Wish I had any skills that could help, but the only thing I am any good at is the lore / story, and by the looks of it, you already have that nailed.
Still, will support any way I can.
Good luck, Scarab
Thanks, glad you like it! =)
The story is constantly improving, there are still things that doesn't quite make sense that needs to be fleshed out. I know most multiplayer gamers wont care much about the story but it's an important aspect for me.
Thanks for your support =)
If this does well enough, are you thinking of adding some SP content? Or are you strictly MP for this game?
Currently single player is not planned, but I am definitely open to include a single player component if I should be so lucky to have success with the game =)
That's awesome story
Glad you like it! =)