Pre-alpha Technical Outline
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Introduction
Game Pitch
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
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".
Name of the game
Citywars Savage.
Why such an aggressive name for such a casual and cute little game. Well in 2019, people tend to forget this, but the Internet is a difficult place to be. The internet is filled with trolls, hackers, scammers and untrustworthy people. And to be honest we embrace this chaos. Because it's part of the internet and this place is also home to the most beautiful things in this world. So much knowledge and so many interesting people. The internet is Savage. Plus most of the time these "untrustworthy" act tough behind their screen, but they are are only waiting for a good opportunity to open and share their big hearts to the right community. They need a place to feel accepted and at home with their friends. That's why the game has such an aggressive name. Like it's player base. It acts rough but in reality it super friendly. This is to honor the reality of the internet.
Can we change the name? Yes... We would prefer to keep it that way, especially the "Citywars" but yes we understand that in marketing every detail count and that the name is not perfect to represent the core gameplay of the game. If you come to us with a good idea we will change it.
Game Visual
Assets are exchangeable at anytime easily. Every assets are simply listed together from a database and can be replaced by a new one with a single drag and drop. This was meant to make the game easily replaceable in case we decide to change the game artistic direction. Which is perfect in the eventuality you want to implement your own IP. Everything in the game is built modular and can be easily exchanged.
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.
Astronotus ocellatus (Oscar)
Astronotus ocellatus (Oscar)
Astronotus ocellatus (Oscar)
- Example.jpg
- Example.jpg
- Example.jpg
Quick mob editing | |
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With the blueprint system it's super easy to design new mob and configure them to behave differently from each other. | |
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Storyline creator | |
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You can create quick and easy storyline by importing image in the game. giving to quest maker an infinite amount of possibility. | |
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Creative tool | |
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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. | |
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[Gamemode] Dungeon fight | |
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These dungeons are programmed with the blueprint system. Allowing us to infinitely custom them. | |
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[Gamemode] Puzzle game | |
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Same for the puzzle. There is technically no difference between a dungeon or a puzzle. It's all made with the blueprint system. | |
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