Pre-alpha Technical Outline

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Introduction

Game Pitch

Citywars Savage Logo

Citywars Savage is a fast paced sandbox indie mmorpg. To progress in the game you have to build and expand your city. These can be built alone, with your friends or even with massive clans. The whole server is a gigantic centralised modding platform where the community can edit and change absolutely everything from the game. Worlds, Gamemodes, Weapons, Quests, Filters, Musics, Behaviors and Npcs are all editable from inside the game. One of our most unique features is our visual scripting system where players can program their own npcs to help progress their city.


State of the game

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At our current stage (pre-alpha #068) the game doesn't offer a lot of gameplay. We have approximately 20 minutes of gameplay. All the other parts of gameplay are scattered in every corner of the game without anything properly connecting them to the main gameplay. Waiting to be assembled. Some are broken, some are in development, others are functional but simply forgotten.

Our plan to launch the game in the end of December is not to offer a game to be played but a platform to build and help us in developing the game. We concentrated all our efforts into these last 3 years to create all the necessary tools inside the game to create the engine itself, allowing us to train and teach our community into helping us creating content for the game.

Since we are only a small team of 2 developers creating the game, we will never be able to create enough content for the type of project we aim. We plan to slowly launch the game with a really small amount of people that we will teach how to use the game to create content with us. From there, we will build together the game itself with our community slowly growing until one day there is enough content for "regular type" of player to simply play our game like any normal game.

It's a really weird concept but it's a concept we became experts to operate with our previous project called Citywars Minecraft which was a commercial Minecraft server. Players these days want more than a simple game. They are bored of generic games releases and are searching for more. By allowing the community to help create the game itself our community become personally attached to the game. They make friends, express their creativity, share their creations and develop their social skills. Our unique type of game has a higher percentage of engagement compared to any other kind of game on the market.

So keep in mind this is not an "Early Access" release. It's more like an "alpha development kit tool".


Investment

Since the game is self-funded, every dollar spent is carefully calculated and trying at all costs to reduce and minimize investment for the development of the game. This is why we use strategies like public assets to build the game. The result is we successfully funded the development of our game without any debt or investors until now. We are only 2 developers working on the game and owning 100% of it. We worked extremely hard to achieve this and we are really proud of this. Most of the time we try to explain the small development budget, but people have trouble understanding how small. Like incredibly small. The studio doesn't have any employes. We transformed the basement of our apartment in studio. We work from home and live together to minimize at maximum the costs of development.

We know the indie gaming market is highly volatile these days and many many projects fail due to the quantity of game released every day. These days it's not enough to have a beautiful game, you need an exceptional game and you might still fail your project. We want to avoid these pitfalls. By minimizing our expenses. We want to avoid putting too much monetary stress on our studio. If the game is not an instant success at its release the studio won't be forced to shut down it's door. We don't design our video game to become super rich. We make our video game because we want to create a hub for our community to share. In fact we are not even in the business of video games... I think that's why our project is a lot different from other gaming studios. We don't create video games to make profit from them. Citywars Savage is a tool to achieve the creation of our community. Citywars Savage is not just a product to sell but a tool to create something a lot bigger.

The only problem with our strategy is our lack of funding. Yes we minimize the risks of failure but it also reduces the chance to become really big. We don't have a big marketing budget which makes our growth extremely inefficient and slow. This is why we are searching for the possibility of a publisher / investor who would be interested to invest in our project. Someone who got the firepower and business network to put our project on steroids.

Our goal is to make this project a success and we are really open to any negotiation, even the most extreme if it benefits the project in the long term. We don't want a business partner that only want to cash in / cash out the project. We got many propositions in the past and we refused them because their interest was not in the long term of this project.


We plan to work on Citywars Savage for the next 5 years to come. We already have assembled a list of professionals ready to work with us and we will slowly add them to the team step by step once we got the budget to pay their salaries.

Senior Programmer Community Manager Texture Artist Content Creator Content Creator Content Creator


LIST OF FEATURE

Quick mob editor

With the blueprint system it's super easy to design new mob and configure them to behave differently.






Quick mob editing
Instagram 1d2884a211bf31f7b3242d1f060cc81e.gif With the blueprint system it's super easy to design new mob and configure them to behave differently from each other.
Development:
Gameplay:
Unity Optimisation
Instagram 1e314a04e0c639f95b57215bc67b81eb.gif We spend a lot of time optimising our game to make it unable to run on older computers and mobile. There is still a lot to do but everyday becoming more stable.
Development:
Gameplay:
Storyline creator
Instagram 2fd035ad5460d04b907b7500896314b7.gif You can create quick and easy storyline by importing image in the game. giving to quest maker an infinite amount of possibility.
Development:
Gameplay:
Creative tool
Instagram 3eb1ae53b9bebb3a779354a424ec49a8.gif We have a powerful creative tool that allow us to quickly edit the map. Allowing the construction of map with other players in real time.
Development:
Gameplay:
Scale editor
Instagram 3f1e3526735c0891a2b2308aa480296e.gif Character effect. You can change the scale of any living entity in the game. Player or npc. In the future this system will allow morphing over the character to have event more control.
Development:
Gameplay:
[Gamemode] Dungeon fight
Instagram 4b58164460afa26541101fae727ef130.gif These dungeons are programmed with the blueprint system. Allowing us to infinitely custom them.
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[Gamemode] Puzzle game
Instagram 4dd26b840f04c0c995c10e0f5c12b0e7.gif Same for the puzzle. There is technically no difference between a dungeon or a puzzle. It's all made with the blueprint system.
Development:
Gameplay:
Survival build
Instagram 5bb8d46089c92ac9feab2e7f8594b594.gif This is the survival build that regular player will have access to build in the game. These are limited in feature to avoid player abusing and destroying the area.
Development:
Gameplay:
Gathering resource
Instagram 6b7c4a4cfa33ac663e58361508a0464a.gif Almost every block in the map can be interacted with. You only need the right tool to interact with. You can also connect blueprint to them to give them more elaborate purpose.
Development:
Gameplay:

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