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Eversorrow Online - Open Beta is here! MMO

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A fully functional 2D MMO Created with RMVX

Eversorrow is a vast world of adventure and danger. As the earth slowly becomes consumed with greed and darkness the god of the overworld sends Aerians, a winged race, to cleanse the earth of this evil. But as they set foot on the lands of Eversorrow, they themselves are consumed by the darkness and instead of healing the inhabitant's hearts, they begin to cut them out with their blades.

Choose from four playable races, experience the power of each race's unique skills, weapons, and armor, explore the enormous environments, conquer intense bosses, delve deep into the puzzle-filled dungeons, and don't forget to make friends along the way.


Features:
- Massive Multiplayer Capabilities
- 100% Online Gameplay
- 4 Playable Races with more available soon
- Unique Racial Abilities
- Enormous Vivid Maps
- Unique Play Style
- Dozens of Quests
- Hundreds of Weapons and Armor Sets
- Several Unique, Puzzle Packed Dungeons
- Unique Items like Puzzle Boxes
- Story-Driven Main Quest Lines
- Several Sub-Quest Lines
- Career System which unlocks new abilities, quests, weapons, and armor
- New, Unique Crafting Systems
- Hundreds of Unique Monsters
- Dozens of Massive, Intense Bosses
- End-Game Content that makes regular bosses look like noobs
- Working Game Patcher that allows updating the game as easy as running it
- Monthly patches and updates including new gear almost weekly
- New Areas Released as soon as they're created
- In-Game Guild Creation System
- Warehouse/Bank Storage System
- Fully integrated chat
- Server-Wide Ventrilo/Teamspeak chat for players and mods
- GMs and full GM commands
- No Chat Filter
- Mature Gameplay
- New Expansions and Continents already being planned
- Donation Point system that allows us to expand and you to earn rewards
- Donation Rewards such as:
> Player Housing
> Player Owned Shops
> Player Owned Areas
> Player Owned Guild Halls
> Player Owned Arenas
> Full Gear Sets
> Custom Created items, weapons, and armor
> Custom Created Building for shops, entertainment, guilds, etc.
> The ability to place your buildings anywhere in Eversorrow (With approval)
- 100% FREE GAMEPLAY FOREVER WITH NO LIMITATIONS

History: (Names, areas, and even other important information has been changed and is still subject to change. Treat this as a rough outline.)
Long ago, a human king ruled his land with an iron fist. He seized many neighboring countries by force, and led his soldiers into battle for nothing but his own pleasure. Soon he had developed one hundred soldiers he called his elites. His Nightwalkers. These soldiers could take entire cities and kingdoms without a single casualty. They were assassins, rogues, and trained warriors all in one.

In the meantime, as this king was slowly becoming the ruler of the entire world, a special breed of humans were beginning to learn that the mind was a much more mysterious place than they thought. This small group of humans lived deep in the woods and developed strange powers, becoming able to control the elements of the land and soon after generations had practiced the art of magic, they could summon protectors from the earth. Wolves who would die for the so called "Elves." The Elves were a beautiful race and soon became high inquisitors and chancellors for human kingdoms. The powerful warlord hired one for himself. After several years, the whole world had become his. Only one country remained. He and his Nightwalkers left for a six month voyage to sieze his final trophy. While he was away, his chancellor, the elf, slowly became power crazed and began training elves as soldiers, using their magic for war and no longer caring what was to come of the earth below them.

As the warlord and his Nightwalkers sailed, they drank. And when they drank, they sang. Soon enough, they reached the shore in a drunken stupor, ready for sleep but finding battle. The defending country was ready for them and attacked at first sight of the warlord's ships. Within an hour, his men would rest among the sea serpents below the night stars.

As years went by and the warlord never returned, the Chancellor began attacking cities and villages who he considered traitors speaking of treason against the dark ways of the elves. Soon enough, the process started anew. Each city once conquered was now a supposed threat to the new leaders of the world. The elves used their powers to the fullest, burning entire cities and using their wolves to finish off the survivors. Until one day.

One small girl crawled toward the Chancellor atop a hill near a burning village. "Please... spare my mother. She is pregnant with my brother." The girl begged. The Chancellor sneered and called forth his protector wolf. He pointed his finger and whispered a command in an unknown tongue. The wolf snarled at the girl and began to charge. Then... the wolf stopped, mid attack. The Chancellor shouted the command again and pointed urgently at the girl. The wolf turned and walked toward the Elf. As he approached, the wolf began to shift into a naked clone of the Elf in front of him. Soon, the Chancellor stood face to face with a replica of himself, shaking with surprise and fear. The clone reached to the Elf's sheath and drew his blade, thrusting it elegantly into the Elf's heart.

Thus; the Lycan were born.

The elves fled to the darkest woods, chased and hunted by these new shape-shifting creatures sent by the gods of the earth to repair what the elves had broken. The elves slowly became rabid, cannibalistic monsters, feasting on the flesh of humans out of pure hatred and anger for their slowly deteriorating gift. Their minds died off and they became the closest thing to the living dead the world had ever seen. Their magic intact, but fading, the elves became determined to destroy the Lycan and take back their power from the earth.

Meanwhile, the dead warlord knelt, begging at the feet of Rhieka, the goddess of the damned, for him and his nightwalkers to return to the earth once again to redeem their honor and replenish their faith. After years and years of begging, Rhieka finally allowed him one more chance to return to the land of the living, but she would not let him go without a penalty. She offered him life in return for a gift. "Give me your natural soul and take this new life as your own. You will be immortal, and perhaps the most feared soldiers in the world. But so fairly named, you will be cursed by the power you once held." Eagerly, the warlord agreed to her terms. Years later, he awakened in a field in the dead of night. Him and his Nightwalkers searched for their land for weeks, and then, they soon realized that they had become exactly what they had always wished. They thirsted for blood and sunlight burnt their flesh. They traveled at night, hunted for food, and soon... they became what the world would call "Vampires." The Nightwalkers turned many and created a civilization far below the surface of the earth. Some still call them a myth, but those who know the truth of their origins seek them for power, allies, or just curiosity.

The shades were created when all of the other races were at their most violent point. All of the evil in the world formed together, collecting in a mass of shadows and thick matter to create a new race. The Shade. This shade walked the earth, collecting more of its kind. Summoning beasts and weapons to do its bidding as it built cities and armies, collecting land and power.

As the four races destroy the planet, attempting to crush the others for power, another race awakens far above Eversorrow. The angels slowly fall from the skies and build fortresses and kingdoms. They enlist soldiers and warlords, sending them to battle against the four unnatural races. Soon, these races learn who their true enemy is. The gods of Eversorrow know what power these magical races hold, and they have decided to crush them before they become too powerful and destroy the earth. They have sent winged beings to cleans Eversorrow.

As more and more of the races are massacred, and wiped from the face of the earth, they begin to learn each other's ways and soon enough they join forces to take back their world. Eversorrow is now held within two prying hands. But who will earn the right to call this world their own?

Eventually, the humans that once ruled this land become something weak and animal like. Some still hold civilization, but others have become animals and barbarians. The world itself has evolved, and danger is everywhere.


Races: (This information has been modified. Some is still incorrect.)
Each race has a few unique abilities known to only them.

Werewolf: The werewolves sprung from the earth as Wolf Elementals once protecting the magical elves, but as the elves began using their gifts for evil, the wolves turned and became a new race spawned by hatred to destroy the overpowering elves.
Strengths: This race is best at hand to hand combat. They are natural tanks and have an armor and health bonus from the start of the game.
Skills:
- Werewolves not only are naturally stronger, but they also possess their Werewolf form making them deadly damage taking enemies who can stand against dozens of mobs and other players.
- Werewolves also have a natural healing spell that helps keep them alive in tight areas. It's nowhere near as strong as the other race's healing ability, but it has its benefits as it heals over time and adds an armor boost to the player.

Vampire: The Vampire, or Nightwalker, was born from a powerful warlord who ignorantly allowed his army to be slaughtered in a sad attempt to conquer one of the world's strongest armies. The warlord was damned to hell and then begged his way back to Eversorrow cursed as a deadly rogue filled with the lust to feed.
Strengths: The Vampire is a deadly foe in combat. He owns the gift of stealth and speed when he attacks. He uses deadly poisoned released by his own fangs to curse and damage his enemies over time. He is similar to an assassin. Vampires are; however, not harmed by sunlight, it merely makes them weak.
Skills:
- Vampires begin with the skill Venom. Venom drains the life out of a single target and replenishes the health of the Vampire.
- Vampires are also known for stealth. They can easily slide past a large group of enemies to reach their goal without turning an eye. They are deadly when faced alone, and even worse when you are not expecting them.

Elf: Elves were once powerful mages, capable of summoning beasts and destroying entire villages with a wave of their hand. Then, as quick as their power came, it left them. They now strive for that power once again, enraged, barbaric beasts. They are almost like undead as they wander around, hunched over with dozens of razor sharp teeth jutting from their mouths.
Strengths: The Elf is nowhere near as powerful as he used to be, but do not mistake them for weak. Their magical abilities still far surpasses any being in Eversorrow, aside from the Angels. The Elf can hurl powerful fireballs, freeze the ground under his feet, or cause his enemies blood to boil and kill him from the inside out. The Elf is a wicked creature with many recipes for destruction.
Skills:
- The Elves are best at dealing massive damage to multiple or single targets. Every new spell is more powerful than the devastating last.
- On top of their massive spell damage the Elves also possess "Casting Form" which gives them a large bonus to their defense and armor while boosting their magic ability nearly double, making them the most powerful caster in the game.

Shades: These are the most mystical creatures in the game. They are born from pure evil and created from collected shadows. The Shades are a mixture of all classes as they create their own strengths depending on what role the player is aiming for.
Strengths: Shades are made of shadows, which makes it impossible for them to wield natural man-made armor or weapons. They use a magical item called a Shadow Core. The Shades are allowed to trade these Cores for Shadow Armor and Weapons that benefit what they need. This makes it easier to equip your character compared to other races.

Character Creation Video:
Video of the character selection screen is here so you can all see how the screen works, and you can get a taste of Eversorrow in action! Trailer is on it's way!

http://www.youtube.com/watch?v=jNCncE3htvk
Screenshots:
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Donation Rewards:
The donation system will offer plenty of unique rewards including weapons, armor, items, pets, and more. But the most unique donation item will be player real-estate.
Pricing:
1dp (Donation Point): $1

Houses - Players can choose from a list of houses ranging in size, shape, and content. The houses will be placed on the map (In player housing designated areas.) where the player chooses.
Pricing:
Simple House: 1dp
Medium House: 2dp
Multiple Rooms: 3dp

Housing Areas - There will be large cities with downtown areas built just for players to stick their houses. There will also be small towns and villages available, along with some rare positions within wooded glens, hilltops, mountains, etc. If you request your house to be built somewhere in particular, I can almost guarantee it will be placed there.
Pricing:
Special Locations: 1dp
Regular Locations: Free

Towns - Player owned towns will be quite a bit more expensive, but very affordable. A player chooses from a list of types of towns, along with an area, a size, and its content, and the town will be built. The player chooses the name of the town as well. The player can also choose to add quests to their town, guild halls, churches, shops, etc. The more content the more money a town will cost, however. If the player has chosen the "Salesman" career in-game PRIOR to purchasing a town, he will earn money depending on the traffic the town brings in.
Pricing:
Town: 5 - 15dp

2 Quests: 1dp
Shop: 1dp
Guild Hall: 2dp

Special Buildings - Players can purchase special custom-made buildings for guilds, fan clubs, organizations, etc. (Examples would be; Girl Gamers, Dragonriders Guild, Thieve's Guild, Birthday parties, etc. (I doubt it... but it's a possiblity. XD))
Pricing:
1 Room: 3dp
Multiple Rooms: 6dp

Shops - Players can purchase shops with designated shopkeepers for their friends and guild members to use. The shop can have restrictions based on guild, friends, etc. The shop can also be customized to include more than one shopkeeper and it can be a focal point for your crafting profession as well if you so choose.
Pricing:
Simple Shop: 5dp
Large Store: 9dp
Restaurant: 10dp
Pub: 10dp
Club/Entertainment: 13dp

Land - Players can purchase land that is either its own map, or placed on an existing map (Or within a building, such as a courtyard) to do with whatever they please.
Pricing:
Arena/PVP Area: 5 - 15dp (Size and Complexity)
Private Access Area: 5dp (Existing maps only)
Outdoor Scene Area: 1dp (for use in towns, guilds, buildings, etc.)

Extras - These are extras players can purchase for their already purchased land, towns, homes, etc.
Pricing:
Shopkeeper: 2dp
Up to 5 Informational NPCs: 1dp
Dancers: 1dp
Extra furniture: 3/1dp
10/3dp
20/5dp (Area Size Restrictions)
Guards: 1dp
Custom NPC's: 1dp
Custom Events/Switches/Variables: 3dp

Prices are just an estimate for now. Just something to show everyone that for less than $10 you could own your own guild, guild hall, and pvp arena.

Keep in mind that unless your character takes the "Salesman Career," you cannot earn money for shops or entertainment buildings unless you sell in-game keys/memberships. (Which is what I suggest)

UPDATES
11/30/09 - Version 0.5 is released with patcher.
New Updates posted in the thread.
No more client updates will take place. (From here on out, patches will be released. Patch notes will be posted.)

Download Now!

OPEN BETA IS HERE!

Tonight (Feb 15 2010) we released the first taste of Eversorrow with our Open Beta V 1.0 stage. Play through the content so far and leave us feedback to help Eversorrow grow into a player-friendly and player-designed MMO that fits your taste for adventure. Four playable races. Dozens of skills. Countless enemies, and more weapons and armor than you can imagine. Every day the game is being updated. We plan on releasing at least 1 small patch a week with enough content to keep you clawing for more.

Download Hamachi here:
http://hamachi.en.softonic.com/free-download-ud#pathbar

NOTE: We're using Hamachi for now because the host router won't support the game. We'll have this fixed eventually, but for open beta, we hope you'll take a few seconds and download this just to test the game.

HAMACHI INFORMATION:
Server Name: Eversorrow
Password: none
(If for some reason it does ask for a password, it's "online". I believe it's been removed though.)

Client Download Link:
http://www.mediafire.com/?zdiiuykyzzm

Please sign up for the forums and visit frequently. Leave any bug reports and ask questions about the game. We're always on and always willing to help. We want to hear your suggestions. Making the game bigger and better is our number 1 priority now. The basics are in, and now come the details.

Welcome to Eversorrow!

Pricing
The original client and all updates/patches WILL BE FREE. 100% free. There will be no, "Members only" areas, or content hidden from regular players. I am an MMO gamer. I know how this goes. No one wants to pay to enjoy a game from start to finish. ALL in-game content will be completely free, with nothing denied.

HOWEVER:

We already have a few plans for expansions and enhancements to the game. This will include new professions, races, skills, areas, etc. It will just be another patch, but it WILL cost money. Probably no more than $5, as the only reason we will be charging in the first place is to pay for advertising and more. Plus, it takes a lot of work to create a playable MMO as we're beginning to find out. It's become a second job for me.

Donation Points: 1 point will be sold for $1. Simple as that. These points can be spent on the website (After original release) to purchase special in-game items. I know no one wants to pvp with someone who has special donation items, but I can assure you, it won't be like that. The donation items will be visually enticing to the fullest, but they will in no way be more powerful than the regular in-game items.
Open Beta is here! Download it now!


http://eversorrow.forumotion.com
 

Jason

Awesome Bro

Well the first thing I have to say is;

MMO's don't work well on RM*

The second thing, which is a postive thing is;

Yay, an online game where humans aren't a playable race, bravo on that one.

I'm still gonna' sign up for the alpha though, cause I want to see if anyone can make an MMO work on RM*, it'd be nice if you could get it working properly and make something big of it.
 
Ha ha. Yes! Someone who doesn't shoot us completely down. I completely expect the worst for this project while hoping for the best. Its already proving to be quite the challenge. The alpha testing will be a little different than what you've probably seen before. It'll be level 1 - 20 content only but should be enough to keep you busy til the next segment of the game is ready. Hope you like what you see.
 
UPDATE**

V0.2 is well on its way. We've added a huge list of working features, and some... that are not so working...

Check the initial post for the updated items.
 
UPDATE**

- Visual equipment is working
- Level 1 - 15 areas are now in place, along with mobs.
- Level and stat requirements have now been implemented on gear and weapons!
- New maps!
- Quests and Shops are now working!
- Race sprite originals are now done
- Race sprite options are on their way (Character customization from the get-go!)

V 0.5 will be up and going in a few days and we'll have levels 1 - 20 content, items, weapons, armor, skills, and mobs ready to go.

NOTICE: The Alpha test will release V 1.0

This is because of the installer package we are using. It automatically names the updates for us, and we're too lazy to change it right now. :) We have too many other things to worry about, as you can imagine. So when alpha and beta are through, we'll reset the version to 1.0 for the final full client release date.

... Another NOTICE: Everyone who signs up before Alpha will receive a few special in-game items that WILL be transferred to the beta testing, AND the final release of ESO. These include a few different items that will be fun and beneficial to your character. Only one character can receive the special items.

There will also be special beta released items as well, and lastly, a pre-game release if you signed up on the forum at ALL before the full client was released.

These items will be revealed when the Alpha testing begins. (We really do know what they're going to be though. But why ruin the surprise?)

Come sign up for the forum. More information will be updated in the topic soon.
 
One thing is funny though, isn't the Angels supposed to unite the races instead of attacking them? The bad guys are supposed to be demons.
 
Yep. And thats why I'm designing this game.

You play the bad guys here. Its my way of showing the world that there are no bad guys. Everyone has a purpose. The four races didn't choose to be how they are, it just happened that way, and why should they be labeled as evil or the bad guys because of that? The angels are there to cleanse the earth. They're ALSO good guys. But as one of the four unnatural races, you want to survive, no matter what it takes.

Aside from that. If you stick with the project, you'll see after the final release the next expansion includes four more races, who you'd call the 'good guys'. Angels are one of them. So hold onto your seat and enjoy the unique role you're playing in ESO.
 
Glad to hear that! We're using custom tilesets to add more "reality" to the VX graphics. However, we're sticking with the rtp styled charasets until we fold under the pressure of a new style.
 
Ah I see, this looks promising then, but you should rename the elves and put some twists in it. Elves are way too common, perhaps renaming and making their culture dwarf-like is a nice twist and break from the "TREEHUGGINGRACE!!11!!!" cliche.

Werewolves sound cool, I'll be one :D.

Will you be modelling the world like Daggerfall? ( The game is now free from the Elder Scrolls website, download it if you want. ) To sum it up, the world is filled with LOTS and LOTS of dungeons and LOTS of towns. It may be too ambitious though, but I like the world style.

Player owned kingdoms maybe? Because then all the kingdoms are hand-crafted by players and you developers don't have to worry about all the mapping for kingdoms.

Random dungeon generators sound neat too.

But don't let me divert your attention, feel free to make your world however you like, the above suggestions might be hard to make.
 
The player kingdoms seems like a pretty awesome idea!

The elves however, are the tree-burning race. The Werewolves... lol... are the treehuggers. The elves are very corrupt mages who just want more power.

I was thinking about the kingdoms idea, and this is what I came up with. Since it would be nearly impossible to allow a player to build something on the game without us putting it in, what we're considering is doing a donation point system to buy special in-game items, and such. This includes houses, shops, and now... towns, cities, and kingdoms. You'd pay $X and receive X donation points. If you have enough for whatever we decide to make a town or kingdom, then you can submit your own design via rmvx and we'll look it over, take out all npcs and put our own in, complete with shops, trainters, etc... give your character a sceptor to the city that allows you to lock or unlock other doors to players, open the thrown room, etc. You'll be able to change quite a few things within your city, town, house, or kingdom, and allow players to visit, or not.

How does that sound?

As for random dungeons... No way. lol. But we WILL be adding several new dungeons and quests every month after launch. The more players we have the more content we'll be creating to keep up. : )

Never played Daggerfall, and if I start now, I probably won't ever work on ESO again. Ha ha. Though I might google search some images of it later. The world is very warcraft-esque for now. Though it's becoming more custom and unique with every map. When you see it, you'll then be asking other people if their world's will be based off Daggerfall or Eversorrow. : )

Keep in touch. Join the forums! We're updating daily, so you can see the latest additions and what new features to look forward to!
 
You could have players design dungeons too, you won't know HOW CREATIVE sometimes players can get. ( Really, that means more weird traps like the awesome box of doom or whatever )

Oh and that town thing is like Odyssey Classic, you donate, then the admins build a town for you, or a house with dummies to train on and more storage.


Oh and Werewolves the treehugging race and elves the treeburning race? That would be so cool.
 
We're going to stick to a somewhat of a roleplaying standard here and not allow players to create anything that they couldn't create in-game. Items are a maybe. Dungeons... definitely not. If a player wants to create a dungeon, they'd better open up their RMVX and make their own game. It isn't a bad idea though.

On our website we'll have dozens of different house sizes and styles to choose from with interiors and all. Same with towns, cities, and castles. If a player wants to build and submit their own, that's an option as well, but it will cost more points. We'll give them a "key" in-game that they can duplicate and give to friends, allowing them to enter your property as well.

We'll also eventually incorporate player owned shops, inns, restaurants, etc. Allowing players to earn a living in-game with their in-game advertising. Inns will give a +5 stat boost to all stats when slept in, along with being the only way aside from heals and potions that will regen your health and mana. Food will also give temporary benefits to stats, making restaurants a good social place, AND a nice pre-adventure meeting place.
 
Will there be any stuff like "region-special" stuff? Maybe one of the regions are rich in gold and gold stuff are cheaper to buy or sell there, and others without much gold will be more expensive opening the door to merchanting.

Will the towns sell things by progress? Because that's very bad for an ORPG, as in like, the towns are LINEAR, means that its like a bridge, the further your in the bridge, the better the items will be, and there is no other "freeroam"

Thats a VERY BAD game design IMO. I prefer open lands :P
 
Well, the best items can't be found in any shops, of course. You'll have to kill bosses for them, which means you'll need levels. However. If you DO want to buy your gear from a vendor, you're able to travel the entire world at level 1. But good luck getting past level 30 - 40 mobs at that level.

And the game won't be one long road to the level 40 content. (40 is cap until the first expansion.) The first area branches to 2 different areas, then those areas branch, and eventually you'll find several different areas for a level 10 - 20 to train, grind, level, and quest. So there will be tons of replay value for new characters. Not to mention that you can play five different Shades and all be completely different roles in a party.

At the moment, we have almost all of the low level, and even the high level gear sprited, and ready to be set to the items in the database... though we're still working on getting our new database manager set up so he can start making us items. : ) We're waiting on our basic sprites and enemies to be done before we put our spriter to work on special armor, epic armor, and other high level gear. You'll be amazed at how good the game's turning out though. Aside from a few pvp bugs, and some partying problems, everything is working great still.

I hope everyone signs up for the forums, and we'll keep everyone posted on what's new and when we plan on releases, etc. Keep the suggestions coming! We could use the ideas!
 
Though, dont make the game like "Ok when we leave we wont come here anymore thats it". Instead, place high level content EVERYWHERE in the game, even in the starter town.

Moving caravans? Could be useful especially ieleport", but the player f you make HUGE maps the player has to venture, that would take some scripting though, its like, at certain times, trigger the caravan to be somewhere, though the challenge is how to make the caravans MOVE, or they could teleport but the players will be like "OMG THE CARAVAN JUST DISAPPEARED!!!"

A reputation system would be good, maybe there is 5 guilds
1. Merchants guild
2. Mages guild
and so on.

So every guild has their services ( Mages Guild offer members more magic, Merchants guild gives player discount when buying items from members of the Merchants Guild and stuff like that )

The more reputation you get, the higher rank you will be, and that means more services. Maybe you gain reps by doing dungeon runs or whatever quest like errands.

Maybe some special guilds, maybe you don't get money for doing their quests, but as you gain rep, you get some special features as in maybe quests to get ARTIFACTS for selling to other players or using it yourself.
 
The caravan is a good idea, though we'd treat it like the flight masters in WoW. You have to discover the destination before you can take the caravan.

The guild idea probably won't work well. I don't think we're going to do reputation points because we'd need a script. Common events lag the system up real bad. So we have to script everything in the game, which means that without a scripter, all these nifty ideas will have to wait.

Oh, and making a caravan move is pretty simple. We could even make it sort of a tram system. It just constantly goes back and forth, and if a player happens to see it, he can get on. Though that would defeat the "find the destination first" idea.
 
Lol. Unfortunately... PvP is the only thing we DON'T have working yet. XD. We're using Vlad's VNG, and he's been working on the PvP for a while now. We're rooting for him. : )

As for now everyone in Eversorrow are best friends. Lol.

However! When PvP does start working, we're going to be using a guild system. When you join a guild you're given a tabard to wear. When you equip this tabard, you become flagged for PvP. That'll give players a chance to hack each other up, even though they're on the same team, essentially. Also, after level 35 (cap is 40) players will ALWAYS be flagged for pvp, whether they're wearing their tabard or not.
 

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