# Hands off approach to MMORPG/Kingdom sim

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To best explain my concept of Enigma Online requires a significant deviation from the common rules regarding MMO games. Please, allow me to elaborate.

Apon startup you assume the role of a Corporation Owner on the planet Enigma in the Procyon star system. After a brief management tutorial, you hire your first Player Character. This is where Engima differs greatly from conventional MMORPG's.

You PC's operate independently and without your direct control based on a predefined set of characteristics, you select upon character creation.

CHARACTER CREATION

-His/Her Persona defines how they are perceived and to a greater extent how they interact with the world. For example, the Icon Persona is revered as a celebrity either loved or hated based on karma attained.

-His/Her Archetype dictates the class role you have selected for them to maintain. For example, the Soldier Archetype will by default lean toward combat and physically related activities as opposed to scholarly activities as is the case of a Scientist.

-Their Archetypes are further divided into Professions based on choices you make as the PC evolves. This is where the true flexibility of this system derives. Tasks are assigned to your PC based on the direction you want to take your Company. Over time your character will develop an affinity for these tasks and perform them even when your AFK.

OVERVIEW

A multitude of hidden modifiers greatly influences the way your PC interacts with the world and other PCs in it. Remember you only assign tasks to your PC's you do not have direct control over them. Watch as they develop intimate relationships, share knowledge and carry out missions together.

Your goal is to build an Industrial Empire in the Procyon star system. Gather precious resources, reverse engineer powerful alien artifacts, design revolutionary technology, discover and breed exotic lifeforms, become a galactic celebrity, conduct industrial espionage or become a pioneer in cutting-edge genetic engineering. This is the first game where you create a Company based on your real life Sci-Fi dreams whether it be the ultimate collector of rare alien life, renowned for engineering and selling the systems most advanced cybernetics, forming a powerful new religious order or a ruthless war monger with goals of planetary domination.

As your empire grows by way of Corporate Additions, employees based on the specific addition will be added to your company roster. For example, a Chemical Processing Department includes 1 technician and 1 harvesting agent who can be assigned research and gathering tasks in that department.

A major element of the game will be terraforming planets for other PCs to explore and develop. This is reserved for successful high-level Corporations with the resources and technology capable of Planet Crafting. New planets garner the opportunity for new alien life forms either indigenous or genetically engineered. Perhaps the existence of ancient alien technology or exotic new materials. Watch as other PCs explore your planet, keep track of the discoveries made and forever be known as that planets founder.

I have been compiling my thoughts and in the process accumulated tons of documentation and assets over the past 5 years. I'm curious to know what's the next logical step to get the ball rolling? Also, keep in mind I would like for this to be a graphically simple, much simpler than the demo I had 3 years ago. Perhaps pixel art, specifically to accommodate a mobile application.

Any and all feedback would be so very helpful.

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The next step is to get a working prototype of the game. So either start learning how to make one or try to find people that are willing to do it (which is unlikely).

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Precisely the same conclusion others have suggested. The question is to what extent or scale? In other words how fleshed out does the prototype need to be? I believe that the concept could be conveyed with basically no visual assets, in fact a proof of concept, something to demonstrate the mechanics would only require text.

Say for example you create said character with certain perameters and then assign him/her instructions to interact with the world. This would only require the algorithm to decipher exactly how that particular interaction occurred. So who they met and what additional events take place on the way, the likely hood of success completion. Also random factors such as would they become side tracked if not compensated well enough for example.

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