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Hi! We are Atlant Games studio and we are working hard to make our own project Reign of Guilds. Reign of Guilds is First Person experience, with non-target combat system, friendly fire, flexible system of buffs, which allows to choose between mobility, vitality, and damage. In Reign of Guilds you can make a journey from a warrior to a leader, from a leader to a Count, from a Count to the King, and from the King to a … victim, tyrant or legend? Hope you'll follow our way to create the game we are doing for old school gamers like we are.

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ROG club and Closing of Reign of Guild prototype.

Reign_of_guilds Blog

We, Atlant Games team, are glad to announce:

ROG Club time has come
ROG Prototype’s time is over

This means that:

  1. We plug-off live server;
  2. We will turn it on after each update (for open alpha-tests on live-server);
  3. Access to systematic alpha-tests on live-server will remain free for all keys holders – for those who have received keys to our prototype in advance;
  4. We’ve made list of first participants who can now join ROG club.

ROG club membership is not a reward or present – this is our appeal to the active players to participate in test, share feedback, discuss classified information and so on.

Therefore we’ll continue to announce additional lists of those who have been invited. And those, who want, can accept our invitation. Invitation list is based on our subjective thoughts – however, we do evaluate active participators with specific skill/mindset that can help us upon testing the game.

The main privilege for those, who are in ROG club is:

Access to our test-server that will get fresh updates before they go to live server in several weeks (during alpha-tests).

ROG club Main rule:

“Everything that happens in ROG club – stays in ROG club”

This means that participants are not allowed to publish any photos, video content or any other information gathered upon testing or during discussion on classified threads of ROG’s forum !without prior notification of Reign of Guild developers and approbation given!

Though the membership in club itself may be a satisfaction point for some of users, we’ve developed reward systems for our “club guys”

  1. For activity shown (reports, feedback, ideas, hints on optimization, mechanics help on forum, help in future alpha-tests and etc.) user will get RCP (ROG club Points);
  2. Quantity of RCP gathered for specific actions will be displayed soon enough;
  3. Unique rewards will be developed and given in accordance with collective decision of all members (as, unfortunately, we cannot presume all activity in future at this very moment);
  4. You can spend RCP for different rewards – from mentioning in our credits to substentional rewards (yes, we do love and appreciate your ideas as much as our own);
  5. Reward list will be published and displayed together with the list from p. 2.

We honestly believe that reward system will make our cooperation more fun and systemized.

First list of ROG club members is already on our Forum.

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rog-club-and-prototype

Reign_of_guilds Blog

Dear friends!

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ROG’s development lasts almost for a year. For this period we’ve made colossal work and our team has expanded to 15 people and continue to grow. Our biggest pride is that we’ve managed to gather decent community that generates cool ideas and feedback.

From the start of our work we were absolutely opened and development was community driven. Upon the year, our core pride is Reign of Guilds prototype that was accessible for anyone. But now it is time for some changes:

  1. Prototype had successfully achieved its goal and now can be put away. We are moving towards new stages of development including systematic tests till late alpha build. So servers will be on for 1-2 weeks after implementation of each update and keys given will be active till latest test of alpha build;
  2. Our programmers already created second server for tests – Private Test Centre (PTC).

What is PTC, what is it for, who will get access to it?

  • PTC – is Reign of Guilds server used for implementation and testing of new mechanics. It’s goal is testing of new features before live-server (common access);
  • Only ROG Club participants will get access to this very server (participant’s list will be announced soon. Please stay tuned and follow news on our forum). Of course, participant’s list will grow;
  • We also develop reward system for active participants and testers.

When are you planning to close free entrance to the prototype? When participant’s list will be announced?

This should happen this week – after participant’s list of ROG Club is submitted.

Economy in Reign of Guilds

Reign_of_guilds Blog

Hello there!

Small introduction: decent and strong economy system is a gist of every MMO. This also goes to PvP-oriented MMOs in general and to ROG in particular as nobody will conquer castles if income cannot be spent. And if territories don’t bring income, there is no point to claim them!

So, basically, we had following tasks to resolve upon creation of economy system:

  • Inflation. To put it simply – inflation is devaluation of money supply. It depends on different factors including devaluation and decreasing of server’s population (which ease gaining funds).
  • Concentration of funds in hands of definite players. Gaining of funds in solo isn’t bad. However, as in real life, the system must encourage getting wages in cooperation. For instance, in real life merchant that trades with one single recipe cannot allow to claim county, right? Merchant and traders should act as supportive economy force, but not the only single force in the market.
  • Trading with NPC as basis of economy. Yeah, we all saw this in lots of MMOs. 80% of players usually ignore auctions and feel fine. However this also leads to poor economy.

Having this difficulties in our desc, we took our game-designer and started to construct economy system for ROG:

Top part of scheme shows creation and rotation of Taler and bottom one depicts withdrawal of Taler out of the game.

Top part is divided into subject topics, while bottom part – into guild and individual. Circles mean resources and squares – institutional formations.

So, let us look closer into the scheme:

1 block

We call it “Creation of funds in the system” or “Emission”.

Items. Of course, you remember, that ROG is a game with “unattached loot”. It means that any item can be sold to NPC (a.k.a. converted into in-game funds).

World exploration. World of ROG is huge. It would be fair to encourage players to explore it. Right now we are working on ideas on how to implement this system.

In-game events. We do believe that money is best way to motivate players. That also includes events.

Of course, the most part of in-game money will be generated by trading with NPC.

2 block

This one can be called as market – depicts conversion of items into currency. All markets are to increase amount of currency in circulation.

Auctions.There will be 3 kind of auctions in the game: auctions for trading, bounty hunting and repairing. Auctions not only convert items into currency but also redirect funds – those players who use auctions pay commission fee (amount of fee is set by count) and additional commission that is set by supreme guild within relative association.

Trading space. Those are definite places in cities where players can put NPC for trading. In this case trader pays rent set by association of merchants. However, deals made via trade booths are not obliged with tax or fee.

Direct trade. The most profitable and hard way of trading. Players usually use chat/forum or trading window to make deals with other players. This way of making business not obliged with any tax or fee.

Trading with vendors. This is one of most casual way of trading (for the first time at least). Obliged with commission fee set by count. Moreover – at the moment we think how to make trading with vendors not too profitable to keep players motivated to interact with guilds and other players directly.

3 block

We call this block “Income redistribution”.

Associations. Merchant association gets income from the commission gained by other players upon trading. Crafters and mercenaries associations get income from repair auctions and bounty hunter’s auctions relatively.

Count. Counts collect sales tax and pays royal tax.

King. Charges royal tax from all counties.

Rotation between players: motivation, redistribution and our view on RMT.

Trading with vendors leads to increase of currency level in game. Currency circulation is eternal process. Decent part of this is forced distribution via taxes and commissions.

Unattached loot system is another way to control Circulation of currency and items between players which stimulates increase of trading volume. And high trading volume means bigger income from taxes and commission. You got it, right? Exactly – we doing our best to make count’s/king’s position more profitable! Yes, no doubt that this system also invocates Real Money Trading (RMT). We can prove and argue that RMT is pure evil but….We’ve made a decision that we don’t want to bind trading volume and limit players in their ways of making business in our game as this won’t avouch that RMT might not happen. Those restrictions might also lead to critical decrease of trading volume or even “kill” our mechanics that are to redistribute income (with help of taxes and fees). Do we believe our methods are right? Only time can tell.

Our refuse to accept bonds is first step of resolving one of main tasks – domination of NPC trade. We will continue to keep you updated about our way of resolving those tasks (those steps are more complicated and include lots of mechanics that are not connected with currency) in future blogs.

So, let’s return to the biggest problem of virtual worlds – inflation and point out how we are planning to withdraw funds from currency circulation. This goes to the bottom part of our table which divided into guild and player’s needs.

4 block

This block depicts guild’s needs. Includes expenditures for maintaining counties, association membership fee, expenditures for guild creation, housing and Share capital.

5 block

Depicts player’s needs. Includes rent, elevation of karma, raw resource refining expenditures and membership fees for vocation schools.

Beyond that, there are needs both for guilds and players like: trading with NPC – consumables, food, powders and guild consumables for GvG. Besides — legalization of income gained by criminal methods. It means that if someone stole something (from caravan, for instance) he should pay…or he won’t be able to add those funds to his bank account.

So we’ve described 10 methods of how we are planning to Withdraw funds from currency Circulation and withdraw currency from the game. Now, all we need to do after implementing those mechanics is to adjust emission in order to prevent poverty. This is where we use our “dynamic vendor trading” (we’ll tell you more about this system in our next blog).

Concentration of funds in hands of definite players can be resolved with redistribution of income between counts and king. We already created some ways to protect players from Total monopoly but we will also tell you more about it in next news and blogs.

Stay tuned!

Reign of Guilds: development blog #3 Biomes

Reign_of_guilds Blog


World of Reign of Guilds is place with more than 1000 square kilometers of land area which is big even for 2k18. In our first devblog we’ve mentioned our way of creation in-game world: we are not just simple generate locations but also trying to make it varied and interesting to explore. Today we would like to tell you more about how we are to complete this task.

We can already claim that world generation via World Machine was successful and now finished. This process wasn’t simple and we had to invite outside experts for helping us. When in-game world will be transmitted into the server our level-designers will implement recently created biomes.

So, what are those biomes? ROG’s consists of 4 parts that will be divided by Rocks, mountains and rivers that one cannot cross. From North to South we’ll implement 4 different biomes that softly continue each other’s climat. Each of those biomes have their own peculiarity, but each of them will include rivers, lakes, mountains, hills, forests and swamps. Now let us give a closer look on each biome in particular.

North

Northern part – is cold and icy part of the world. Forests, fields, rivers and lakes are covered with snow. You can notice that most of trees here are presented by pines with their branches descending under weight of the snow. Of you go on south, you can notice that there are less pines and more deciduous trees.

Anear North

The most melancholic part of the world – leaves are dropped into the ground, the sky is grey and it rains. At night one may find himself in very spooky place. But don’t worry – continue your journey to the south to see autumn landscapes with deciduous trees and small amount of pines.

.

Mild

Here you can find temperate and softwood forest. The land is muffled up with verdant grass. No flowers, though. This is a middle land where main county is located. Around that location starts basic part of the game.

Southern

This is summer. Bright and warm – Greenwoods are all over with very small amount of pines around. Here one can find birches, maples, oaks and some fruitful trees (like apple tree, plum tree and so on). Vast cover of lush grass and juicy colors are all over. Players can find paradise lost here as it is really a pleasure to stay and observe beautiful nature.

To sum up

So now, when you got a small sneak peak from us, you can imagine how biomes will look in ROG’s world. When the process of biomes implementation will be done, our designers will start their work on manual level creation (inputting castles, cities, villages with roads, resource nodes, points of interest and etc.) We will tell you more about those places in our next development blog. And until then, we’ll see you guys in the world of Reign of Guilds. See ya!

Reign of Guilds: Update №6

Reign_of_guilds Blog

Hey everyone!

It has been a while since we’ve made update №5 and now, we are proud to announce Update №6 that was implemented on our server.

New update will introduce:

  • New buff/debuff system. New mechanics introduce 7 slots for each character. These slots might be occupied with each buff/debuff for any character to get relative effect. If all slots are occupied, you need to remove one of buffs/debuffs in order to get new one;
  • New vocation system – our lead programmer made cool and agile system that allows us to add new content into the game even faster. Some of skills might be checked out already in this update;
  • Different balance improvements;
  • And other changes within the game and on our website.

We also fixed around 30 bugs and errors. Despite some old bugs can still be found in ROG, you may be sure that we are doing our best to fix those ASAP.

Don’t forget to update the game in Steam and dive into the world of Reign of Guilds!

Full patchnote can be found on our Forum.

Abilitiy icons

Reign_of_guilds Blog

Today is short update - our artist did great work and we proud to presend small sneak peak on new icons for Cavation abilities

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Development blog #2

Reign_of_guilds Blog 2 comments

Hello there! At the end of 2017 we’ve released our first episode of ROG’s development blog. And now, as was promised, we continue to share our progress with you. Today we will talk about VFX. Enjoy!

Water magic

On our last episode we’ve demonstrated Small cleansing. It’s time to meet with other water magic effects.

Frozen arrow. Similar to fire arrow by it’s mechanics frozen arrow looks like a piece of icicle. Upon release, arrow leaves snow trace with pieces of ice. After arrow reach target it decays leaving hundreds of ice pieces.

Hail block. This is AOE spell that is shown as several boulders, icicles and shards falling down to the ground. All this beautiful shards make damage to everyone in damage area.

Freezing. With this debuff target just….yeah, got frozen and can’t do anything until allies break the spell or until the spell won’t be deactivate by itself after some time. This spell is pretty useful if you think someone should stay cool.

Earth magic

We’ve made up single mechanic for visualising VFX for buffs and will show it to you on our earth magic’s defense buff.

Physical defence powder creates 3 defence symbols around character. Those symbols display armor and start to spin around (not spinning head right round, don’t worry…could be cool, though) and burn out with element’s color after short time. While at hand, the model is shown as translutent projection to make it look more…magical.

The same effect happens with the following buffs:

  • Magic defence powder (Shield);
  • Health powder (Hearth);
  • Compound defence powder (Wall).

Those buffs allow to get up to 40% of passive vitality. Please note that buffs will stay up to 15 minutes of real time (or until someone dispels it or kill your character.)

Abilities

At the end we would like to talk about some VFX for professional skills that will be implemented into №6 Update.

1) First one is “submission bracers”. This debuff is unique skill for inquisitor and displayed as enchanted bonds. With such wristbands on hands your enemy can’t really do anything.

2) Second one is final part of crusader’s teleport ability we’ve mentioned on our first episode. After teleporting, crusader lands and releases wave of metal chains injuring in shoeing enemies. This effect is presented with VFX shown on screen. The debuff can be dispelled by chained characters.

Results

So, that is mostly it – we’ve talked about some of our VFX in progress. We are eager to read your comments and hear out your thoughts. And, of course, we can’t wait to see you on our forum where all the concepts are discussed. Don’t forget that it is never too late to share your ideas and thoughts to be implemented or somehow out into our game. We’ll see you on our next episode.

New icons

Reign_of_guilds Blog

Hello there!

We continue to develop Reign of Guilds and today we would like to give you a small sneak peak on some visuals.

Our art designer have prepared some icons of buffs and magic that is presented with powders. And we are to show you some of them. Upon creation we tried to make their image intuitive, so you can see, for instance, that blue powder is correlated with water magic, red one – with fire and so on. Please note that you can check out part of icons and test them in our new content update №6 that will be implemented into the server soon.

We also want to point out HP and MP recovery magic. At the moment this kind of sorcery is displayed via relative powders, so we’ve made special icons for them. But in future, we want to remake them so they could be activated by reading mantras from special books. Despite that, some of classes (Druid, for instance) will be able to use powders in order to recover health.

Don’t forget to check our our first ROG development blog. There you will find plenty of info about modeling, level design, VFX and lots of more development aspects of ROG.

Didn’t have time to check out our working prototype? No worries, simply register on our forum and get Steam key for testing!

Reign of Guilds: development blog #1

Reign_of_guilds Blog

What's up!

We are glad to announce first Deveopmnet diary of Russian Sandbox MMORPG in medieval magical setting with community driven economy, unattached loot and free PvP.

On our first episode you will get a sneakpeak on how we develop game's code, create VFX, animations, models and locations.

Link just in case if something goes wrong: Youtu.be

We really want your feedback as this is our first blog. Next time we are to highlight work on VFX. So please, share you thoughts.