Sanctus Legacy Online
by nibbuls · in Game Design and Creative Issues · 10/13/2004 (8:07 am) · 28 replies
So what is Sanctus Legacy?
Sanctus Legacy Online is the beginning of a dream- an RPG series that will be the main focus of Trillæm's production. We hope to introduce a legacy that brings back some of the vital elements of traditional gaming: deep storyline elements, enthralling gameplay, awe-inspiring visuals, and challenging, thoughtful propositions.
This game, an MMORPG, is simply our way of introducing ourselves to the gaming world- by letting them live in our world. Players will become familiar with the lands and places of Shallum, ranging from the beatiful beaches of Morros to the snowy caps of Ven'tael. Monsters and creatures of all sorts will share the lands with them, and players will begin to learn where they can go, what they can fight, and when to run. With nineteen classes and personalization of hair, height, weight, and other similar features, the player can identify themselves however they'd like to; but with a major/minor class system, the player's fighting technique isn't restricted by their class!
The land of Shallum is a new beginning, and as time goes on, players will watch as the world grows with them.
Trillæm Productions has come a long way!
In a field where amateur groups are common laughingstock, it's completely understable for many of you to be dubious. Go right ahead. Look into our team, browse our galleries, download our demos, listen to our music. The simple truth is- we've got what it takes. We've got a new vision- but we're not a new group. This project was intended to be nothing more than a learning experience, and we have learned.
We know what it means to set realistic goals and meet them: and we know what it means to dream big, too. We know how to work hard, how to play hard, and how to get the job done.
Our team is a step above the rest. Take a moment and look into us.
And if you're interested: we'd love to have you join us! Just check the Team Building section.
Our website can be found at www.sanctuslegacy.com
It's still in development, but we have forums.
Sanctus Legacy Online is the beginning of a dream- an RPG series that will be the main focus of Trillæm's production. We hope to introduce a legacy that brings back some of the vital elements of traditional gaming: deep storyline elements, enthralling gameplay, awe-inspiring visuals, and challenging, thoughtful propositions.
This game, an MMORPG, is simply our way of introducing ourselves to the gaming world- by letting them live in our world. Players will become familiar with the lands and places of Shallum, ranging from the beatiful beaches of Morros to the snowy caps of Ven'tael. Monsters and creatures of all sorts will share the lands with them, and players will begin to learn where they can go, what they can fight, and when to run. With nineteen classes and personalization of hair, height, weight, and other similar features, the player can identify themselves however they'd like to; but with a major/minor class system, the player's fighting technique isn't restricted by their class!
The land of Shallum is a new beginning, and as time goes on, players will watch as the world grows with them.
Trillæm Productions has come a long way!
In a field where amateur groups are common laughingstock, it's completely understable for many of you to be dubious. Go right ahead. Look into our team, browse our galleries, download our demos, listen to our music. The simple truth is- we've got what it takes. We've got a new vision- but we're not a new group. This project was intended to be nothing more than a learning experience, and we have learned.
We know what it means to set realistic goals and meet them: and we know what it means to dream big, too. We know how to work hard, how to play hard, and how to get the job done.
Our team is a step above the rest. Take a moment and look into us.
And if you're interested: we'd love to have you join us! Just check the Team Building section.
Our website can be found at www.sanctuslegacy.com
It's still in development, but we have forums.
#2
10/13/2004 (9:21 pm)
Just try your best and learn...
#3
We are hoping to develop a fan base before the game arrives, so the world will be large enough to enjoy once we start handing out beta passwords.
Did everyone here see the movie sample of the map in the forums? Download it under: Software Downloads (Towards the bottom)
You can see the nice day/night changing there. Obviously, it will go slower once the game is completed.
10/14/2004 (6:08 am)
I think that it's true because, well, how many amateurs do you know of that have made a successful MMORPG. Between nil and none.We are hoping to develop a fan base before the game arrives, so the world will be large enough to enjoy once we start handing out beta passwords.
Did everyone here see the movie sample of the map in the forums? Download it under: Software Downloads (Towards the bottom)
You can see the nice day/night changing there. Obviously, it will go slower once the game is completed.
#4
I don't think so many "n00bs" are trying their hands at MMORPG's. I think it's just how it looks. To get a MMORPG and try that out, you need more than a few lines of code and optimizations. Maybe many are planning or DO want to make an MMORPG, but it never gets reality.
Good luck with your project George, and best wishes.
Edit: Uh.. so where is the "music, downloads, and gallery"? Nice front page though, reminds me about Japanese games.
Second Edit: Lol, okay.. the forums. I'm stupid.
10/14/2004 (6:17 am)
So the guy who bashed against others trying out the MMORPG thing, now wants to try it himself? Great thing.I don't think so many "n00bs" are trying their hands at MMORPG's. I think it's just how it looks. To get a MMORPG and try that out, you need more than a few lines of code and optimizations. Maybe many are planning or DO want to make an MMORPG, but it never gets reality.
Good luck with your project George, and best wishes.
Edit: Uh.. so where is the "music, downloads, and gallery"? Nice front page though, reminds me about Japanese games.
Second Edit: Lol, okay.. the forums. I'm stupid.
#5
10/14/2004 (7:33 am)
Good to know you found it. Did you see the movie?
#8
So what is your involvement in this game, George? ie. what are you contributing to it... 3D models, programming?
...And are they going to use Torque or some other engine?
10/14/2004 (4:32 pm)
The day/night vid looks pretty good.So what is your involvement in this game, George? ie. what are you contributing to it... 3D models, programming?
...And are they going to use Torque or some other engine?
#9
I am doing 3D Modeling for the items (not texturing).
10/14/2004 (5:16 pm)
We are using the TrueVision 3D game engine.I am doing 3D Modeling for the items (not texturing).
#10
You know, I really ought to limit "advertisement" to myself and Naomi. It seems like every time somebody else does it, something valuable gets left out. Like our URL. ^^
No worries, though, George. Just try to maintain as professional an appeal as you can.
In response to some of the replies he's received:
The simple truth is: YES, indie MMORPG projects have become laughingstock. If you don't believe it, I strongly encourage you to visit gameDEV.net or flipCODE.com. You'll quickly discover how true, and sad, it is.
@Thomas - Good advice, short as it was.
@Stefan - ...Bashing? George was bashing? Treason! I'll have him hanged!
Nah, just kidding. Although if he was, indeed, bashing indie MMORPGs... that'd be quite something.
@Will - Yes, we're using Truevision3d. We actually got about 7 months into the development of our own engine, and it was actually nice, but in the end, it really is just worth the money to use an engine. It also lowers the coding time a lot, allowing me more time to keep our PR... straightened out.
^^
Anyway, thanks for your input, guys! And maybe you should leave PR to me, George, ne?
10/21/2004 (10:09 pm)
Hrm...You know, I really ought to limit "advertisement" to myself and Naomi. It seems like every time somebody else does it, something valuable gets left out. Like our URL. ^^
No worries, though, George. Just try to maintain as professional an appeal as you can.
In response to some of the replies he's received:
The simple truth is: YES, indie MMORPG projects have become laughingstock. If you don't believe it, I strongly encourage you to visit gameDEV.net or flipCODE.com. You'll quickly discover how true, and sad, it is.
@Thomas - Good advice, short as it was.
@Stefan - ...Bashing? George was bashing? Treason! I'll have him hanged!
Nah, just kidding. Although if he was, indeed, bashing indie MMORPGs... that'd be quite something.
@Will - Yes, we're using Truevision3d. We actually got about 7 months into the development of our own engine, and it was actually nice, but in the end, it really is just worth the money to use an engine. It also lowers the coding time a lot, allowing me more time to keep our PR... straightened out.
^^
Anyway, thanks for your input, guys! And maybe you should leave PR to me, George, ne?
#11
10/22/2004 (7:47 am)
Me thinks you spoke to soon about the website. Nothing there but the forums. hmmm Disappointing considering the writeup George.
#12
10/22/2004 (8:45 am)
Yup. We can send you an offline copy of our old website, but as you can tell, the new one is still under development. Another reason I don't think we should be doing promotion right now, George.
#13
I think it looks pretty cool. I mean, I can see where it's going, and I hope you can get it launched succefully.
It's very Final Fantasy inspired, but with more of an anime look.
It looks like you characters are in concept stage... any models yet? If your interested in character models, I making a RPG/Fantasy Character Pack for the GG community. The models could easily be used in other engines though, if they're using standard formats. What format does Truevision3D take? ...and what's your art pipeline look like right now?
10/22/2004 (11:23 am)
@AdminI think it looks pretty cool. I mean, I can see where it's going, and I hope you can get it launched succefully.
It's very Final Fantasy inspired, but with more of an anime look.
It looks like you characters are in concept stage... any models yet? If your interested in character models, I making a RPG/Fantasy Character Pack for the GG community. The models could easily be used in other engines though, if they're using standard formats. What format does Truevision3D take? ...and what's your art pipeline look like right now?
#14
Our art pipline, for the human classes, anyway, looks like this:
Concept - Surya Subianto
Model - Alex Jacobs
Skinning - Jessie Potrie
Animation - Chris Whitaker
We've actually done about 4 or 5 base human models, but we want have it cut down to as low a poly count as possible while retaining maximum aesthetic value before we begin "clothing" the models for each class.
Thanks a ton for your support! It's what keeps the team going.
http://www.sanctuslegacy.com/ (Being built behind the scenes)
http://forum.sanctuslegacy.com/
10/22/2004 (11:29 am)
Yup, we take a great deal of inspiration from games like FFXI and iRO, so naturally, a blend between the two styles was inevitable. I'm quite fascinated by how well Surya's pulled it off.Our art pipline, for the human classes, anyway, looks like this:
Concept - Surya Subianto
Model - Alex Jacobs
Skinning - Jessie Potrie
Animation - Chris Whitaker
We've actually done about 4 or 5 base human models, but we want have it cut down to as low a poly count as possible while retaining maximum aesthetic value before we begin "clothing" the models for each class.
Thanks a ton for your support! It's what keeps the team going.
http://www.sanctuslegacy.com/ (Being built behind the scenes)
http://forum.sanctuslegacy.com/
#15
^_^;;
10/22/2004 (1:15 pm)
You said in the private messages to do this... so don't try to put the blame on me... ;)^_^;;
#16
10/22/2004 (9:23 pm)
Yes, yes. My bad. ^^ Don't worry about it. I decided to just throw together a website so we can continue our promotion.
#17
10/24/2004 (1:45 pm)
Oh.... The second version of the forum is now up.
#18
I like the project and all, but I have to say this was very tasteless. The comments made here were, in my opinion, very unprofessional. He sits there and attacks other peoples games well he talks about the same things that he is doing as if he is somehow better. You might want to keep a better grasp on that.
It's cool you are checking out the GarageGames community as I had mentioned it to you though. See ya on MSN
10/24/2004 (10:23 pm)
Ah hey guys, This is Cawin we met on the old sites chat rooms a few weeks back.I like the project and all, but I have to say this was very tasteless. The comments made here were, in my opinion, very unprofessional. He sits there and attacks other peoples games well he talks about the same things that he is doing as if he is somehow better. You might want to keep a better grasp on that.
It's cool you are checking out the GarageGames community as I had mentioned it to you though. See ya on MSN
#19
I hope you understand the angle that I'm coming from, because as the head of Sanctus Legacy Online's development, I wouldn't want the actions of one of our members to be a driving force in negative feedback.
As a whole, Trillæm Productions is very supportive of amateur game design, and we have even established tools that help amateurs create a professional and well-formatted approach to team-building. We have offered invaluable experience to new video game designers and fresh talents alike, which can found on GameDev.net's Game Programming and Help Wanted forums. For example:
http://www.gamedev.net/community/forums/topic.asp?topic_id=277370
I am known as "TheArtifex."
I hope I've sorted out a bit of this confusion. ^^
10/25/2004 (8:13 am)
As very sorry as I am to hear that George might be involved in amateur-bashing, I would like to ask that you remember that this isn't George's project, and it shouldn't be judged according to his actions, but according to the merit of the project as a whole.I hope you understand the angle that I'm coming from, because as the head of Sanctus Legacy Online's development, I wouldn't want the actions of one of our members to be a driving force in negative feedback.
As a whole, Trillæm Productions is very supportive of amateur game design, and we have even established tools that help amateurs create a professional and well-formatted approach to team-building. We have offered invaluable experience to new video game designers and fresh talents alike, which can found on GameDev.net's Game Programming and Help Wanted forums. For example:
http://www.gamedev.net/community/forums/topic.asp?topic_id=277370
I am known as "TheArtifex."
I hope I've sorted out a bit of this confusion. ^^
#20
Having said that, as a suggestion, when a member of the team "advertises" your project, it would be best not to have it compared to amateur groups, even if you feel noobs are "common laughing stock". Especially when alot of the people your talking to are amateurs. :)
10/25/2004 (12:17 pm)
The project looks great, there is no confusion there. I'm sure your team will be successful as long as you keep at it. :)Having said that, as a suggestion, when a member of the team "advertises" your project, it would be best not to have it compared to amateur groups, even if you feel noobs are "common laughing stock". Especially when alot of the people your talking to are amateurs. :)
Torque Owner Will Harrison
I wouldnt say amateur groups are common laughingstock, though. Not sure why you feel that way.