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Kingdoms of Veilmore

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AndyLangel
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Kingdoms of Veilmore

Post by AndyLangel »

:: Kingdoms of Veilmore ::
:: Outline ::
Kingdoms of Veilmore is my first project with the Cube 2 Engine, and it is also the framework for my research into C and C++. Kingdoms of Veilmore will be a role playing game with a few touches that i always find nice to such a classic genre. The game will feature lots of cool things that are not often all put into one game, and this will all be done with the Cube 2 Engine.

My expectations for this game are high, and it is going to take lots of work and effort to pull it off, including lots of learning. This game is going to be my programing hobby for as long as it can keep my interest, so hopefully it won't take too long to complete.

The game doesn't have many guidelines yet, so i have made my project open content- meaning that i will accept and use community input for the game. I really want to make this a nice little community project, allowing anyone to submit their ideas, and have them appear in the game. I will also be sharing my knowledge and resources for others to use freely. So now lets take a look at the games structure, as it is planned out now:

The Story:

Kingdoms of Veilmore will endulge you into a realm that has deep lore and a solid story line. I will be looking to the community to help me fill the gaps and make ends meet on this, which makes the possibilities even greater, coming from the minds of many, rather the mind of one.

Basically, as the story goes- here is a little framework for the introduction into the current situation:

Code: Select all

Your old home, the old world, has been filled with war, plague, famine, and death for as long as you can remember. You, along with many others set off to the new world, looking for promise and a new life. As your boat arrives in Port Grimmich, you hurry to set off before dawn.

Later, you find out that the new world is not as great as it seems, and that you are not welcome in the realms of Veilmore. In fact, the King of Veilmore, King Veilor, has ordered all Imperial Army troops to cleans the lands of these travelers from the old world. It is then that you learn that not only were you on the last ship to the new world, but that everyone else on the ship was killed later that morning.

You now embark on a quest to find safety in this new realm, along the way you find that people are not happy with their king and his new ways. It time that the people fight back, but without unity, they are powerless against the Kingdom of Veilmore. You must earn the respect of the people of Veilmore, and unite them. The might of Veilmore has never before been challenged, the time to fight back is now- all they need is a leader.
Gameplay:

Kingdoms of Veilmore is a role playing game with a twist. The game features open ended gameplay and a freeroam world. Also, the has lots of character freedom, and there is no mandatory storyline- the main storyline can actually be declined, and the game will play out according.

The player will be able to roam the vast lands of Veilmore freely, also, some quests will open up other regions- so by the time the player plays through the whole game, the map will be massive. The player can also explore caves and dungeons, abandoned ruins, old castles, and mainly the vast wild.

The player can pretty much do anything, and interact with almost everything. Players will be able to utilize skills and obtain resources, which can be used in other skills, or even in the building of a house or renovation of an old castle.

Quests and favors will be the main content of the game. You will have the main story line quest, along with hundreds of other side quests. Favors will give you the respect of locals, and there countless tasks that they will ask you to do.

Aside from the typical fighting skills of most role playing games, Kingdoms of Veilmore has other craft based skills. Each skills will have an overall purpose, and it is up to the player to figure out what each skill actually does. Players will not know all the skills when they start out, instead they will have to learn these skills. Skill tutoring can be a reward for a quest, or a service one must pay for, it all depends on who the player is asking.

As far as the world goes, it will be richly packed full of creatures/NPCs/monsters/folliage/plants/rocks/and plenty of other things. The game will also feature 4 time zones that will update automatically. These include Dawn, Noon, Dusk, and Night. Each time zone will actually have an effect on the game- Night will give bonuses in sneaking, and NPC will head to their place of rest; and noon will see the lively hustle and bustle of everyone throughout the realm.

There are many more features that will be included, and there is still a lot yet to be designed. For now, we will leave it at that.

Community:

Kingdoms of Veilmore is a project that is am creating, and producing- but that should not stop the community from having a say in it. I am making this project open content, so that the community can help make the story and the world where i could not do so much alone. There are many things that anyone can contribute, ideas mainly, and for a general basis of what i could use- here is a list of some ideas that anyone can contribute to this project:
  • Story/Lore (Within Moderation)
    Game Features
    Monsters/NPCs/Enemies/Animals/Creatures (Within Moderation)
    Quests (Within Reasonable Moderation)
    Favors (Within Reasonable Moderation)
    Skills (Within Moderation)
    Items
    Weapons/Armour/Spells (Within Moderation)
    Craftable Items (Houses,Buildings,Boats) (Within Moderation)
    World Objects (Trees/Ores/Pickups/Monster Drops/Loot/Buildings) (Within Moderation)
    Names (Regions/Maps/Towns/People/Enemies/Quests/Favors/Animals/Creatures/Monsters/Items/Objects/EVERYTHING!) (Within Moderation)
Within Moderation, as i have stated above, only means that i am going to accept ideas and submissions that are moderately within relation to the game and its timeset/lore/story and that kind of thing. Now, as you don't really know this-and i haven't yet really built up a lot of lore or stories behind Veilmore and the world yet- i am going to set the basis now:

Timeset - Medievali era (General)
Place - Fantasy World, Human-like (Open for Creativity)

Basic Lore -

In the star system of [A name] there lies the planet of [A name]. This planet is broken into the major regions, [A list of so many regions]. The old world consists of [A number of previously stated regions]. The old world is enslaved in war, plague, and death. People are fleeing to the new world is seek of safety and protection.

The new world consists of [the remaining regions including Veilmore]. Veilmore being the connecting region between the new and old world, is soon flooded with all the people emigrating from the old world. Fed up, the king of Veilmore begins a massive genocide of all these new foreigners.

Then the players story comes into play.

Conclusion


Kingdoms of Veilmore is a constant work in progress, and i don't plan on finishing it for some time. I hope that i will not lose interest in this project, and will the interest from the community, i may be able to stay on target. This project is a learning experience for me, and is my pathway into the C language. I hope to walk away from this project with more than just a fun game for all to enjoy, but also all the skills i learn from it along the way.

If you have any questions, comments, or submissions regarding Kingdoms of Veilmore, feel free to post them below. I will be updating this thread, and adding news ones, as i build more up this story and project.
Last edited by AndyLangel on August 6th, 2010, 4:29 pm, edited 1 time in total.
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RonnieNeeley
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Re: Kingdoms of Veilmore

Post by RonnieNeeley »

Sounds neat, I can't wait to see it.

Is it multiplayer? Cuz I imagined it being single player.
AndyLangel
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Re: Kingdoms of Veilmore

Post by AndyLangel »

Yeah, multiplayer wouldn't really work, at least not any way i could think of it- unless you had an open world where player could do quests and travel freely, but i don't know about that.

This is mainly going to be my C++ project- hopefully i'll get further than i have with any previous project. I might make up a multiplayer script that can support an MMORPG playerbase when i know how, but i don't think i will use it in this project.

Anyways, i had a little more enthusiasm this morning about it than i do now- but i still think it is a good idea that will stick- hopefully it keeps my attention :D
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Re: Kingdoms of Veilmore

Post by PizzaLover101 »

GAH!!!! Lotsa text..................................
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AndyLangel
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Re: Kingdoms of Veilmore

Post by AndyLangel »

Sorry, i am a rambler- I don't usually type a brief summary, i like to get into the details and stimulate the imagination with strong words and well thought out ideas. As you can see, a brief explanation just doesn't work for me :P

I will continue to revise my post, making it more organized and detailed- I will also try to keep the overview section nice, short, and sweet. However, i am rambling once more- forgive me :lol:
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Re: Kingdoms of Veilmore

Post by RonnieNeeley »

As for multiplayer, perhaps it can be a Pokemon type thing, that being, you train your character in single player, and then can connect with others in an "arena" setting to test out your skills and such?
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Re: Kingdoms of Veilmore

Post by chocolatepie33 »

AndyLangel wrote: Kingdoms of Veilmore is my first project with the Cube 2 Engine, and it is also the framework for my research into C and C++. Kingdoms of Veilmore will be a role playing game with a few touches that i always find nice to such a classic genre. The game will feature lots of cool things that are not often all put into one game, and this will all be done with the Cube 2 Engine.
How does C and C++ work into this? I've been trying to learn C++ for a bit now...
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AndyLangel
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Re: Kingdoms of Veilmore

Post by AndyLangel »

C and C++ are used to make edits to the cube engine as necessary. Still trying to grasp the whole code part though, haven't programed in anything such as C before- so it'll take some getting use to first.
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Re: Kingdoms of Veilmore

Post by chocolatepie33 »

Oh... I know some basic C++, but that's for your regular programs, not, say, "video game c++, or VG++ :) "

What edits do you plan to make to the engine? Like, what new/deleted features?
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AndyLangel
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Re: Kingdoms of Veilmore

Post by AndyLangel »

Well i first need to learn C++, then take a look at the cube 2 engine to see what it really does. Once i know what it is capable of, then i can add what i need to do the things i want it to do. But one thing that i haven't seen with the engine is dynamic lighting, and i would really love to add that.

As far as this projects goes though, Kingdoms of Veilmore, i might be putting it off to the side while i help a few of my friends on their project (Project TS). But i am sure that i'll get back to this once i can get something out of the engine, because as it is i am not very fond of its limits.

Some other things that i might add, though i don't want to spoil anything or make a promise, is a system that will allow you to change the terrain in real-time, and perhaps a better physics engine- assuming there is one already. Because there are something that i can come to expect from a game, after playing one game called Wurm Online. Pretty mush all my game ideas have rooted from Wurm Online.

Basically Wurm Online allows players to freely edit the map by means of digging or mining in rock, cutting down trees, building houses, ect, ect- though, its a VERY depressing game :P i would like to avoid that aspect of it.

Other than that, once again a few things i have thought to add while writing this:

Improved Physics Engine (To support like wind and stuff)
Upgraded Particle System (More realistic and volumetric)
Dynamic Lights and Shadows
Real-Time map updating
Good multiplayer support (To support MMOs (Say 500 to 2000 players))
General Graphic Updates (Post Processing, Filters, and the like)
Extended Cube 2 Language (To allow a wider range of possibilities within the Cube 2 Language)
and other things as i find them needed

Keep in mind this won't be done anytime soon :P this is just what i think could be enhanced with the engine, i still need to learn how to do all this stuff :P But i got 2 years of high school left to figure it all out :)
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