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.
#22
The hidden costs of MMORPG games is usually only covered by sufficient subscription fees and initial sales of the game. Costs such as Servers, Bandwidth, 24/7 support, regular maintenance, continued content updates, data management in the form of the world and player databases. Bank charges etc. etc.
99% of the indies who say "I am making a MMORPG" don't have clue one about these costs, let alone factor them into any development plans.
10/25/2004 (2:25 pm)
I'm one of the people who advocates starting small. Most indies who attempt MMORPG games don't realise the costs involved and this ultimately is why they fail. The hidden costs of MMORPG games is usually only covered by sufficient subscription fees and initial sales of the game. Costs such as Servers, Bandwidth, 24/7 support, regular maintenance, continued content updates, data management in the form of the world and player databases. Bank charges etc. etc.
99% of the indies who say "I am making a MMORPG" don't have clue one about these costs, let alone factor them into any development plans.
#23
10/25/2004 (2:59 pm)
People ultimately fail because they give up not because they don't have money.
#24
The challenge is to be able to answer your critics, when they present you with probems, or to at least take what they have said and use it to strengthen your knowledge. This goes for any project- how many puzzle games are abandoned by people? Starting small may or may not be the problem. The problem may actually be imaginary...
Think about it, people are looking to make an "MMO" which, by definition, is massive. And not that the content is massive(though there's certainly a lot of content), but that there's a massive amount of players online. That's what they really mean, because if the game was as massive as the population, then people wouldn't max out as soon as they do presently.
No, what we're making are Persistent Worlds, which may or may not be massive, but regardless are identical in every respect to MMO's, except for the expectation of "stardom".
10/25/2004 (3:13 pm)
Honestly, even 99% of the non-mmo games started by indies ultimately fail. And while there's costs involved, the only reason why they are "hidden" is because the people developing the game either have not done their homework, or have chosen to ignore the facts placed in front of them.The challenge is to be able to answer your critics, when they present you with probems, or to at least take what they have said and use it to strengthen your knowledge. This goes for any project- how many puzzle games are abandoned by people? Starting small may or may not be the problem. The problem may actually be imaginary...
Think about it, people are looking to make an "MMO" which, by definition, is massive. And not that the content is massive(though there's certainly a lot of content), but that there's a massive amount of players online. That's what they really mean, because if the game was as massive as the population, then people wouldn't max out as soon as they do presently.
No, what we're making are Persistent Worlds, which may or may not be massive, but regardless are identical in every respect to MMO's, except for the expectation of "stardom".
#25
10/25/2004 (4:07 pm)
How much is it costing Sanctus Legacy to run their MMORPG I wonder? Or are they at that stage yet... or perhaps they have a free host/sponsor. I'm sure they're not letting the money issue stop them from trying.
#26
We have actually been VERY fortunate financially. We have received several offers from servers who are willing to give us free hosting during testing, and our latest server-related news is worth drooling over: we might be getting a terrabyte of space on a T5 server network- FREE, from a friend at my church.
Now, whether or not such an amazing opportunity will present itself is still up in the air, but either way, we have the support we need for testing.
10/25/2004 (4:27 pm)
Nope. Nothing stops us!We have actually been VERY fortunate financially. We have received several offers from servers who are willing to give us free hosting during testing, and our latest server-related news is worth drooling over: we might be getting a terrabyte of space on a T5 server network- FREE, from a friend at my church.
Now, whether or not such an amazing opportunity will present itself is still up in the air, but either way, we have the support we need for testing.
#27
I have spent much time on the early site, and now the new one, and I must say I full heartedly support this project. I think it's got a great direction. I also must say that Justin is a great programmer (I have the map making software that he developed in under 3 hours and it's wonderful for that sort of time commitment).
Good luck guys! And perhaps I can do some work for you guys in the future, as Justin has already helped me out a lot.
10/25/2004 (6:52 pm)
I am in 100% agreement that many small (and even large) scale MMO projects fail. Many proffesional game developers drop out of the race early on becuase of this postulate. It was perhaps the way it was written (or even the way I read it) that was cuasing this. There was no confusion.I have spent much time on the early site, and now the new one, and I must say I full heartedly support this project. I think it's got a great direction. I also must say that Justin is a great programmer (I have the map making software that he developed in under 3 hours and it's wonderful for that sort of time commitment).
Good luck guys! And perhaps I can do some work for you guys in the future, as Justin has already helped me out a lot.
#28
I don't remember you! Are there any other screen names I might know you as?
Also, what do you do? We could probably use an architectural concept artist or a creature modeler, if you're up to it.
10/26/2004 (1:38 pm)
O_oI don't remember you! Are there any other screen names I might know you as?
Also, what do you do? We could probably use an architectural concept artist or a creature modeler, if you're up to it.
Torque Owner nibbuls
Some of you may remember Chris Perez. I, as well many others, gave him advice to start smaller, fix the design doc., and think the idea through more. He completely ignored all that was suggested, and now has given up on making games. (I know him in reality too, so yes, that is a fact).
With MMORPG bashing, it was merely advice. Please search through all of my past posts at GG and find me an example where one of my posts attacked a person making an MMORPG. If you can, I apologize right now. If you see something that you consider to be attacking a person (person, not project) please post it with the (With brackets).