Indie MMORPG Sacrament releases landscape flyover video

Remember Sacrament, the ultra-difficult, jack-of-all-trades MMORPG by indie dev Ferocity Unbound Core Studios? In apparent cooperation with the studio, YouTube channel OP Game (no relation to us) has released a flyover teaser video of the game.

“Here is the FIRST EVER VIDEO LOOK AT THE INSIDE OF OUR GAME!!!” Co-Founder and CEO Layenem has written on the game’s official forums. “As we push to build this we want to keep you in the loop. This is a LONG process and we don’t EVER want anyone to feel like we’re not communicating enough (every single day probably won’t happen too often lol). So tell us ways we can keep you involved and make you feel like you’re a part of this overall team!”

The video, which is primarily in-engine landscapes (though there are a few unfinished character models and shadows poking in on occasion), is embedded below.

Source: Official forums. Thanks, Aggelos!
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11 Comments on "Indie MMORPG Sacrament releases landscape flyover video"

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Nights Knight
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Nights Knight

I love that you say OP-Game no relation to us ;) its a youtube act for http://www.op-cast.com (I just also happen to be working on the project as well) also I took that screenshot! :) ~ Nights Knight

Layenem
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Layenem

Damonvile This was something that frustrated myself and the other Founders immensely. We’ve since reigned in the issue that caused that type of delay though when you’re creating an initial pre-development game space with one volunteer (albeit passionate and talented) developer it’s not going to start out as quickly as having full paid teams dedicated to the project. Not having a full development team is a defined weakness we don’t deny and we’re currently building a team. If you’ve got a friend or two looking to help build an amazing game send them our way!

Layenem
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Layenem

Nyphur Layenem pid Very sound advice! As a Marine I can tell you there is no desire to misinform or mislead anyone and we make it as clear as possible every chance we get (virtually every time we talk with anyone) that this is a pre-development build and that we are building our development team right now (we’ve got lore/quest writers, concept artists, design writers, and a voice acting team that seemed to fall in place – all volunteer).

Our focus is to be blatantly clear, as gamers this is more important to us between the company and anyone even remotely interested, and honest about all aspects of what we are doing. We’re expecting hiccups and delays, just like any other company, and don’t, for a second, believe we’ll be immune to any of it. The only promises we make are that we’ll remain open and transparent and that we’ll stay in contact with our community, at the least, in a bi-weekly format (we’ve specifically set up our Information Release Strategy for this very purpose… to keep us and the community connected instead of being dead silent for 6+ months).

Fortunately I’ve got plenty of experience with my first company in the reality of breaking into a business market that does every thing it can to keep you out of it. Notably, all that truly provides is the ability to take a full punch to the chin and learn from it instead of crumbling but that is a valuable asset to have as a CEO.

Thank you for the advice and we will apply it to what we are doing. That I can assure you!

Nyphur
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Nyphur

Layenem pid From one indie dev to another, I wish you guys all the luck in the world but would also sound a note of caution for the future about managing expectations both within the game community and the development team. The broad strokes of development like building a terrain system and putting together a first person environment can be completed very quickly (a matter of weeks with an engine like UE4 or Unity and pre-made art assets). It’s easy to get a false impression of how fast or reasonably straight-forward the rest of development will be. The reality in my experience is that development slows down exponentially as a game gets more complete and most of the dev time is taken up by little things you never planned for.
I’ve read that your next step is going to be Kickstarter, but remember that other people can get the same false impression from a Kickstarter video and then get angry when the progress doesn’t match their expectations. If you go ahead with Kickstarter, my advice is be very clear about what stage the project is at and your team’s experience, and to provide a very frank worst-case scenario for your risks section. There’s a temptation to promise the world and hide flaws in Kickstarter to get funded, but the truth is that most people appreciate honesty and promises can come back to haunt you. If this is your first game then I’d also suggest not promising even an estimated delivery date or completion window and instead just promising regular updates and community involvement. As I discovered with my own Kickstarter-funded game, estimating times correctly for a game that isn’t nearly finished is essentially impossible.

Damonvile
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Damonvile

It looks cool but in august someone said they were putting this together…..6 months for this ? At that pace the game would take about 200 years to make ? And the plan is to have some of everything in the game…..yeah, good luck with that.

ManastuUtakata
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ManastuUtakata

There needs to be a “cupcake” tag, whenever you put a “hardcore” one. It just doesn’t look right without it. >.>

breetoplay
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breetoplay

Layenem pid Thanks for clarifying, Layenem!

Layenem
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Layenem

pid Hello, pid. Layenem here. Important questions and I can answer a few of them. Keep in mind that I’m not a developer myself. This is a pre-development video so there aren’t any UI elements, we’re working on building temporary servers so our development team can work together right now (full servers will likely be through Improbable). There are some assets we use from the UE shop (grass and basic trees; we’re building the game using UE4) but the rest of it was built from scratch (and even the trees will be altered and adjusted to apply meshes for things like collision and variance so they don’t all look the exact same). This is currently the work of one individual and we’ll be pushing more out as we build our development team.

pid
Guest
pid

Don’t get me wrong but isn’t this just a Unity 3D map with store assets? Pretty much looks like this. Where’s the multiplayer part? Is there even a server? And what about the UI? It takes like one week to wip up a map like this with Unity. I apologize if I’m getting something wrong here. I just want to understand.

DugFromTheEarth
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DugFromTheEarth

very easy on the eyes. nice.

Makes the world easy to immerse yourself into.

Francis courant
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Francis courant

Sacrament seems like a promising indie project. Great teaser video!

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