Saga of Lucimia brings a new character creator and elemental magic to Release 10

        
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    Mark your calendars for June 29th, because on that day Saga of Lucimia is going to turn back on its test server to give a brand-new build of the game a whirl. Release 10 will be run through its paces from then through July 3rd.

    The patch will show off some new visual effects that the team has been working on, an option to switch to a third-person point-of-view, new emotes, and more world art. If that’s not enough, Saga of Lucimia is debuting its overhauled character creation system along with the elemental-based magic school.

    Check it out after the break and let us know how you think this MMO is shaping up in the comments!

    Source: Twitter
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    gelfred
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    gelfred

    Game looks to be making decent progress. As to whether ill play it, its likely up to when a more major release lines up with when I can play it and if any other PvE mmo has grabbed me, though not interested in most others currently announced. This seems good for pve and RP, not seen much about non combat/quest systems in pantheon and Elyria seems to be a lot about kingdom building and simulation.

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    Tim Anderson

    I think we’re the only game out there presently doing PURELY PvE. Even Pantheon will have a PvP server (we will not).

    I’d say Shroud of the Avatar is closest to what we are working on terms of a skill-based game, as opposed to class-based (aka Pantheon), but there are still a lot of differences.

    We’ve specifically not talked about our questing system to-date, but you can think more about an “information journal” as opposed to a quest-tracking-journal system as is traditional in most MMORPGs. We’ll be providing players with tons of information, but it’s up to them to choose how they want to act on that info.

    We’re also doing far more tabletop campaigns as opposed to static quests. Mosts games like to tout how their latest release has 500/5000/10000 quests for players, but our game will be launching with less than 100 static quests in the game (as of this writing).

    Instead of throwaway content, we’re working on campaign style quests, as opposed to endless fetch quests. Long, involving, multi-tiered events that require weeks/months to complete as opposed to 5 minutes.

    In between that, we’ve got GM-led live events that will be happening on a regular basis so that players have a more tabletop experience with live interaction with other players and continually-changing storylines/environments, as opposed to static zones and static quests that remain the same no matter how many times you run through the game.

    gelfred
    Reader
    gelfred

    Good stuff, sounds like it will be fun for static groups progressing together. Will old questlines be retired or will it just be more on top?

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    Tim Anderson

    It will be fun for anyone willing to step out of their single-player bubble to enjoy the fun of social interaction with fellow gamers. Hanging out on the couch rolling dice with lovers of gaming isn’t exclusive only to long-time friends and static groups; there’s always room for lovers of gaming to join at the table, and it’s no different here.

    Many old questlines will eventually be retired as we move from Volume I to Volume II and then Volume III and to Volume IV: this is an evolving world.

    They’ll remain in place for the duration of an expantion, but once the world changes, many things will be changing along with the world, and that means many of the quests.

    Zones may close down, dungeons cave in, valleys flood, storms or earthquakes may wipe entire sections of the map out…there are numerous reasons why things will be in a constant state of flux.

    kjempff
    Reader
    kjempff

    I like how the nights look, dark and natural atmosphere. You can almost feel the cool silence of the night and heat from the torches. You could really do something new with that.. Making night time raids a different experience.
    Imagine that fortress with new guard routines, locked doors forcing alternative routes or obtaining keys or lockpicking, some kind of stealth mechanic causing enemies to have short vision range, maybe even noise mechanics (one can dream a bit).
    Or the good ole, undeads are out at night, and other sinister or rare creatures, shady night time npc and so on. All in all, that nigh time is different, really makes the world come alive..one of the best concepts from eq, and greatly missed in all mmorpgs since.

    I know, showing off all of this and what I get from it is “nights”… Hehe

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    Tim Anderson

    You should go back a couple years and watch our “Darkness” series of videos up on YouTube. We’ve got a lot planned for the darkness mechanics in our game…needing a light source simply to see things is the tip of the iceberg in terms of what we are doing to ensure players get a sense of urgency/danger from the night….

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    Toy Clown

    I have a friend that when logs into a new MMO, the first thing he does is go through the entire emote system to see what they look like. I could visually see him doing all those dance emotes!

    Reader
    Tim Anderson

    The emotes are fairly limited at this point in time, but we’re looking forward to continuing to add to the list as we move development along. Gotta be able to slay those dance moves!

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    John Mclain

    This is one of the few games I really hope makes it. While the world and general design are nothing special. The concept of all grouped content all the time is just so damn enticing. A FORCED social mmo would be very interesting and removes a lot of the toxic players that usually plagues mmos. (Or the toxic players would have to work together… not likely.)

    Reader
    Tim Anderson

    We’re on the same page, John :)

    I wouldn’t say it’s ALL THE TIME grouping, however; perhaps 80% of the game content will require a group. Players will be able to do some things directly outside of cities and safe areas on their own, or with 1-2 other players, but any time you want to go deep afield and into a dungeon, you’ll need other payers for sure.

    borghive
    Reader
    borghive

    Hmm, this game looks like so many other games out here right now that are using Unity. They basically all look the same game, I guess since they use a lot of the same Unity assets.

    Reader
    Tim Anderson

    Except only a fraction of what you in this video is actually from the Unity store. Don’t mistake “medieval fantasy game” for “Unity assets”. There are quite a few games that look similar because they are aiming for fantasy/medieval realism.

    borghive
    Reader
    borghive

    Well I hope a lot of this is place holder, because your game looks a lot like Shroud of the Avatar, and quite a few other indies, all which are struggling to gain any kind of traction. Gamers these days are graphics snobs, and it doesn’t matter how interesting the actual gameplay is, if you game looks like something from the early 2000s, it is not going to attract many players, unless you are happy with around 500-700 concurrent daily users.

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    Tim Anderson

    Opinions are like ….

    Thanks for leaving yours.

    Reader
    Vinnie travi

    This is the game I am looking forward to the most. It is right up my alley, although I am 80% sure it will never get a proper release. I hope I am wrong

    Reader
    Tim Anderson

    Glad to see your enthusiasm! But I have to ask, what do you consider a proper release? We are a fully independent studio who have developed this on our own dime and are self-publishing so we’re a little curious what you would consider to be “proper”.

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    Solaris

    He most likely means ‘a finished product’. So many EA games never really make it to full blown game.

    Good luck to your studio. Game is looking good. I hope you can make the game that you have in mind with the resources you have to pull from.

    Reader
    Tim Anderson

    I think the biggest plus in our corner is that we aren’t reliant upon a publisher to get this to the finish line. It’s just our small team (17 people presently) working slowly and steadily towards our internal finish line.

    Thanks for the feedback; it certainly looks a hell of a lot better than it did back in 2015! And it’ll keep looking better as we continue pushing forward. Always looking ahead!

    Reader
    Vinnie travi

    What I mean is that it is not in perpetual Beta and that the game gets released as a finished product that gets updated with new content not just putting out fires. Good Luck, I am thrilled that there is a team trying to make a game like this.

    Reader
    Tim Anderson

    Thing is though, there’s no such thing as a “finished” product in terms of MMORPGs; they are all in a continual state of beta and putting out fires/fixing bugs/etc. on top of adding new content. Tweaks, balancing, and oh so much more! That’s the beauty of the genre….nothing is truly ever “finished”.

    But I get what you mean :) Just being a bit sarcastic there.

    We’ve got a launch window in mind, but TBH, our “Volume I” wont’ be a hard release, but rather spread out over a good 12-18 months of content releases on a quarterly schedule until the release of Volume II, and then beyond…so even then, yeah…nothing is truly ever “Finished”.