Fireblade RPG

The Big Picture 

I've wanted to write my own video games since I was five years old. I started with a 2D engine (Game Maker 3), then I played with Reality Factory. I wenet back and forth a few times, but came to the realization that if I wanted to be noticed, I'd have to create my own engine.

I've decided to write my entire client in C# for several reasons; it's powerful, I have experience with it, all of the game programming tutorials (starters) use it, and most importantly... I got it from Microsoft as part of a student discount when I was in college.

Features 

Gameplay

Fireblade RPG is planned to be a Mini-MORPG. I will buy more bandwidth if I feel it to be necessary and fiesable.

There are several things a player will be able to do. Hack-and-slash players will enjoy a wide array of hostile opponents; role-players will be able to talk to non-player characters, and do quests and errands, and those with true patience will be able to craft some of the best items available, including superior versions of anything that a vendor sells. There will also be mini-games such as chess, checkers, and backgammon (I might even be able to put in a universal card system to allow players to play any card-game they know)

Players will be able to pick particular fighting styles, spell groups, artisan skills, and other special skills like monster taming/charming and construct creation.

Players will be able to buy land deeds, create their own housing, and fight off intruders if their home is in a hostile area.

Players will be able to form groups for fighting, guilds for prestige and support, and guild alliances for power.

Persistance

Fireblade RPG will feature a persistant, changeable, world. Objects left on the ground will stay there until picked up by a player (or some monster may make off with un-atended objects!), or after a reasonable ammount of time has passed (the item has been sitting untouched on non-player teritory for a Real-time week or so) the item will decay (if this is not done, the server will eventually choke).

Graphics

Fireblade RPG will utilize isometric projection to give it a 3D look. Most, if not all, of the objects will be 3D rendered.

Sound

Sound effects will most likely be done by me. Music on the other hand will be supplied by the player (I have no music composition talent whatsoever). Midi and MP3 files can be inserted into a music folder and named so that the program can use them. The best I can do as far as a standardized sound track is to provide a "grocery list". If the player is internet-savy, he/she can find all of the music on the internet and have the full game soundtrack. This also allows the player to customize the soundtrack (I used to do it on DAoC), and keeps the lawyers off my ass.

Communication

There will be multiple channels to communicate over. Channels include, but are not limited to, global, alliance, guild, group, chat, shout, say, whisper, and the world-famous /tell. There will also be an alternate "muzzle" channel for players who can’t mind their language (this channel is ignored by default, and is used when a muzzled player tries to use global). There will also be several in-game languages. Intelligent enemy monsters have their own languages (even if they knew common, they’d have nothing nice to say to you), and if you learn them, you might be able to predict their next action.

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