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Interactivity and Dialogue Demo - Progress update
Although we've had some demo game engines before, none of them were truly playable. The previous demos were really just for testing character movement and geographical layout. The Up-and-coming Interactivity & Dialogue Demo will be a fully playable demonstration. The demo is about 50% done and picking up momentum continually. Some of the features it will have are:
Interactive environment - Inspect objects to get a detailed description of them. Search for hidden doors, traps, and treasures. Throw switches to activate mechanical devices remotely. Stand near water to enhance your water elemental spells. Jam a door shut to hinder monsters in pursuit.
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Combat - Basic melee and spells. Select a weapon or spell, move into range, click the enemy to attack. Damage, speed, cooldown time, etc. calculated based on character stats and equipment.
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Inventory - Pick up treasure, equip armor and weapons, buy and sell items from various shops.
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Dialogue - Speak to NPCs. Just a few dialogue choices can result in hundreds of different discussions. Steer the conversation to your advantage, but beware; the things you say can have lasting effects! The story script for this demo is separate from the game's main storyline. However, a playable demo of the official prologue will follow shortly after the release of this demo.
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Quests - Help your neighbor and be rewarded for your efforts... or hinder your neighbor instead and be rewarded in other ways. Solve puzzles to find treasures of outrageous fortune. If you are tired of the kind of quests that babysit you the whole way - "Go to the blinking dot on your map. Kill whatever you find there. Return to the new blinking dot for easy XP" - You will not be dissapointed. This may only be a small demo, but we intend to put the "Role Playing" back in "Role Playing Game". Sufficient clues are provided for every quest, but if you can't role-play a character enough to pay attention to those clues, it is unlikely you will ever solve these puzzels!
These features will not reflect the full glory that you can expect from the final release. We will continually add, enhance, and refine the content you will see in this demo right up until the game is finished. To help speed the process along, ranking members should check this out. To become a ranking member click here and follow the instructions.
Shards of Mervare
Are you tired of those games with fantastic graphics but no game play?
Want an experience that is new and unexplored every time you go through it?
If the answer is yes, you've come to the right place! Project Utumno will have all
the things you want:
- In-depth game play.
- Not-fantastic graphics.
- Involving storyline that can change drastically depending on how you play.
- Neptillions of skills, abilities, spells, and items! (neptillion = 1 x 10 to the [lots] power)
- Hundreds of monsters, adventures, and quests.
- Sprinkled liberally with fun-ness and extract-of-awesome.
Come join us in a majtastical (fantastic + magical) world of dragons and wizards, warriors and demons, enchantments and treasures. Explore dungeons, towers,
castles, wastelands, tundras, and beastly lairs.
Currently, the game is in development. Below is some information about Project Utumno:
- Project Utumno is a Rogue-Like fantasy adventure game.
- If you are looking for the old isometric roguelike Utumno game by Matt Craighead, we are maintaining it in our Archive. Also available for download.
- "Project Utumno" is not the final game title. We just haven't decided what the best title is. The going title so far is "Shards of Mervare"
- Platforms: Linux, Mac, & Windows for sure... Android, iPhone, Nokia, & Blackberry if we can.
- Multi-player/Single-player: Single-Player first, with serious plans for a Multi-Player version after that.
- 2D/3D view: 2D 3/4 overhead view (same as other roguelike games.)
- Active-turn based/real-time: Realtime if we can swing it.
- Free/one-time charge/advertising sponsor/yearly fee/donations: undecided, but we know we want everyone to enjoy it, so if we have to charge, we will make it as cheap as possible.
- Project phase: conceptual and prototype development. If you want to help or have some suggestions, now is the time to let us know.
- Graphics: primarily made up of David Gervais (and some Henk Brouwer) 32x32 pixel tiles (used with their express permission.) We are constantly improving the graphics selection by adding our own custom work. Avatars, Graphical
User Interfaces, cut scenes, and a few tiles are created specifically for Project Utumno (by Taldarian & Medicine Storm.) If you want to help with artwork, let us know.
We would love to incorporate it into the game.
- Please explore our other features as well:

- Check out the latest screen-shots in the Downloads section
- Try the latest version of the game! Download it here!
- Download the latest Development software, graphics, music, and sound effects in the Downloads section (Developers only)
- Keep up-to-date with all the latest Project Utumno information in the News section
- Discuss story ideas, game mechanics, troubleshoot problems, and request resources in the Forum
- Check the Frequently Asked Questions area or contact us if you want additional information or if you want to know how you can help out.
- Help us make a fantastic game by donating. We aren't getting paid, we just want to make a great game. Any amount helps and we may even give special sneak peeks and other exclusive privileges to sponsors.
- Visit our Links to see where we got some of our resources and inspiration.
- Check out the Archive for information on the oldschool Utumno game by Matt Craighead.
Interested? Like what you see so far? Tell your friends! If you would like to be kept up-to-date on all the developments of Project Utumno, or
if you would like to participate in the beta test release of the game email us at utumno@medicinestorm.com
Have some ideas for the game? Got some artwork or music you think we could use? Have a suggestion for a game title, quest, theme, or dungeon?
Want to help make the game awesomER? Send us your stuff and ideas! We'd love to put them in the game.* |