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Greed Monger - Free To Play Crafting Focused MMORPG

Discussion in 'Works In Progress' started by JamesPro, Apr 5, 2013.

  1. JamesPro

    JamesPro

    Joined:
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    Posts:
    509
    Free To Play Crafting Focused MMORPG, Greed Monger, In Development

    On day one of official launch, players will embark on a new land as they are randomly distributed amongst a variety of various landscapes, each with their own prospects for housing, wild life and aggressive creatures. Nothing else will exist, until the player creates it. Each player will be armed only with a hammer and some form of bodily cover as they venture into the unknown in efforts to stake their claim on a new land with endless opportunities for wealth, fame and power.

    Greed Monger will be host to a variety of features focused on recapturing the essence of community found in the early MMORPG games such as Ultima Online. Some of these features include the following:

    Greed Monger Features:
    • Non Instanced Player Owned 3D Housing (Land Parcels Purchased in US Currency)
    • Decorate Your House However You'd Like
    • Every Finished Item In Greed Monger Is Player Crafted
    • The More Land Parcels You Own, The Bigger House You Can Build
    • Greed Monger Is Free To Play
    • No Global Chat, Only Person To Person Above Head Chat
    • Player Vs. Environment Combat
    • Player Vs. Player Combat
    • Fast Map Travel System (Like Runes in Ultima Online)
    • Raid Monsters
    • Full Player Driven Economy
    • Player Written Lore Based On In Game Experiences
    • Community Events
    • Regularly Added Recipes and Plans For New Item Types
    • Charge Players Rent To Access Your Land (For Hunting/Harvesting Rares)
    • Ages Of Time and Technology will evolve with Population and Economic Growth (Into Space age - Different Planet)
    • Ever Growing Housing Style Options For Each Climate.
    • Multiple Climates/Landscapes Will Be Available At Launch
    • Resell Your Estate For Real Money In Our Estate Auction House
    • No Micro-Transactions (GM Fully Supported From Land and Estate Sales)
    • No Pre-Defined Skills Trees
    • Animals Only Drop Materials To Craft Items, Not Finished Items.

    Team Structure:
    Executive Directors:
    • Jason Appleton
    • James E. Proctor

    Game Design Department:
    Department Lead: Jason Appleton
    Game System Design Team:
    Team Lead: James E. Proctor

    Creative Design Team:
    Team Lead: Jason Appleton

    Art Team:
    3D Modelers:
    • Eiwer - Clothen and Armor Modeler
    • Spuke Animation - 3D Modeler / Avatar Modeler

    World Builders:
    Team Lead: James Walsh
    • David Maloney
    • Daniel Rivers
    • Marcel Theiss
    • Storm Anderson

    Technical Department:
    Department Lead: James E. Proctor
    Server Team:

    Client Team:

    General:
    • Stephen Madsen - Aidem Media

    www.greedmonger.com

    Media:





    Skill System:





    Environment Screenshots (Editor Views):

    Climate: Tropical













    Climate: Grass Lands















    Environment Screenshots (Client Views):

    $GM_Forest1.jpg

    Avatar Renders:

    $set4.jpg

    $set6.jpg

    $set1.jpg









     
    Last edited: Apr 15, 2013
  2. MLuminos

    MLuminos

    Joined:
    Mar 21, 2013
    Posts:
    1
    Hey everyone!

    MLuminos here, I'm on the dev team as windows QA currently, though I hope to learn level design and world building to contribute in more ways to the project when I can. I also moderate the forums as well.

    I gotta say seeing this project as it moves on has been an adventure and the most interesting aspect of the game is the development team, weve all got our quirks and it can be a lot of fun watching everyone interact. Jason Appleton (CEO) is certainly a decisive and driven leader with a vision for GM. I look up to everyone in the team as the new guy trying to get into the industry, I feel like Wesley Crusher lol.

    Im sure some of the other guys will be posting on the thread introducing themselves, just wanted to say to you all.
     
  3. DaneC020

    DaneC020

    Joined:
    Mar 19, 2010
    Posts:
    191
    I thought you guys had moved over to Hero Engine... Now you are back to Unity? The environments are looking better but I think the ground textures, trees, and overall lighting still needs a ton of work. I hope you guys finally understand now why so many people didn't have much faith in the initial release dates that were published in the Kickstarter campaign. Making something of this scale is quite difficult and I don't say any of this to be mean. I think you guys can do it but I hope you are more aware of the challenges in front of you.

    -Dane
     
  4. JamesPro

    JamesPro

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    Thanks for your interest in GM. I had been working on my own MMO Project - Rise of Heroes: Online - For over 7 years prior to joining ECG and taking over as Programming Lead for Greed Monger. I was well aware of everything involved in development. For me it always came down to lack of funding that prevented me from really getting anywhere. A lack of Dedicated Servers because of a Lack of Funding really stops a MMO Project dead in it's tracks.

    With Greed Monger we have the funding and thus the Hardware and even the team needed to pull this off. The Screenshots and Video in it's Pre-Alpha state currently lacks alot of the shader work and Post Processing Effects that will be added later not to mention that everything showed is still very much a work in progress!
     
  5. ElectricCrow

    ElectricCrow

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    Sep 9, 2012
    Posts:
    91
    Yes, Dane, any MMORPG is a learning process regardless of experience, but yes, this has been very eye opening. Luckily, my team is amazing and are doing some great things already so I'm very excited about what we have in the works.
     
  6. DaneC020

    DaneC020

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    Mar 19, 2010
    Posts:
    191
    Well I am glad you guys decided to com back to Unity and I wish you the best of luck. Looking forward to seeing more housing systems in MMO's, I really like the setup you guys got going. I don't know if you are watching Richard Garriot's new game but I am looking forward to see what they come up with in the housing category as well. :)

    -Dane
     
  7. JamesPro

    JamesPro

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    lol yeah we have been keeping close tabs on it. When his KickStarter Campaign first launch every few minutes one of our Developers, sometimes me, sometimes any number of others, would post his KickStarter numbers. It's amazing how quickly they were getting money there at the start. We really wish him and his team the best of luck with it and we look forward to seeing what they accomplish!
     
  8. JamesPro

    JamesPro

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    I just added some new Renders that our Community Management Team just released on our site.
     
    Last edited: Apr 7, 2013
  9. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
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    Looks like an interesting concept. Make sure when you visit your world you have your Admin Invincibility set to true. Don't do a Lord British!
     
  10. JamesPro

    JamesPro

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    We intend on Playing the Game along side the community. We are building this game because it's the game we have always wanted to play and we aren't alone in our interest either...

    I have added a whole bunch of new screenshots and renders that we just released on our site!
     
  11. piluve

    piluve

    Joined:
    Mar 17, 2012
    Posts:
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    As I been part of these project, i wish you the best, I think that you are doing it really well here in Unity ;)

    Keep up with it!

    See you
    Nacho(nachocpol@gmail.com)
     
  12. AndrewGrayGames

    AndrewGrayGames

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    Nov 19, 2009
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    That's good to hear!

    What I was referring to was the assassination of Lord British during the UO beta. It's a case of lack of load testing, plus human error, plus notorious griefer.

    Remember to test thoroughly, and recruit a few griefers just to be sure your own game mechanics can't be used to make your dream world something more nefarious!
     
  13. stridervan

    stridervan

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    Nov 11, 2011
    Posts:
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    Great concept. Seems like a slight difficult concept, but nothing is ever hard just need the right people :)
    Good luck and hope I get a chance to play it
     
  14. JamesPro

    JamesPro

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    Thanks for your interest in Greed Monger!

    On a side note great job on your own MMO Project! I've been keeping tabs on it for a while now! Any idea on when your next update video is going to be coming out?
     
  15. JamesPro

    JamesPro

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    lol Yeah I heard about that event. That was actually before my Interest in MMOs but I recently saw a Video where Markee Dragon interviewed him about that incident. I would rather have something like that happen in Alpha or Beta though before it actually counts! lol
     
  16. stridervan

    stridervan

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    Thanks for the interest :) Recently finished spell casting and social system. Working on enemy AI once its done I will upload one soon, a week or two.
     
  17. JamesPro

    JamesPro

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    Add some new pictures from the Grass Lands and a new video walk through of a section of the Grass Lands.
     
  18. JamesPro

    JamesPro

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    I added some more shots of the Tropical Climate and another Armor set render. As well as some Screenshots showing some details about our Skill system.
     
  19. JamesPro

    JamesPro

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    We have been hard at work getting ready for our Alpha test phase. We have switched our Servers over to Cloud hosting where we currently have 8 cores, 64 gigs of Ram, 500 gigs of HD Space, and 50 TB of Bandwidth each month and that's just for starters. Being on the Cloud we can increase these specs at any time allowing us to expand our Infrastructure at a moments notice.
     
  20. SuperSlonik

    SuperSlonik

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    Quick question: couldn't find any info on this, but will this be browser-based game or will it have a standalone client? If latter, what are the platforms supported? Would love to get in on Alpha test, but having Mac as a main workstation poses its limitations.
     
  21. JamesPro

    JamesPro

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    It will be standalone: Windows, Mac, and maybe Linux post launch.
     
  22. Tecknowolf01

    Tecknowolf01

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    JamesPro, I see you talking about "parcels" of land, how are you working this. Are you having the land with a hidden grid and when you buy land you can claim a set size of land. Or are you having the land pre-arranged and the player can just buy it?
     
  23. Tecknowolf01

    Tecknowolf01

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    A few questions, what front end did you go with, such as log in, or did you guys design your own? Also what network system did you go with? How did your team come together? Did you mostly find people on line or did the core members already know each other? Did you guys already have in game footage at the time of the KickStarter? Just a few questions, thanks.
     
  24. JamesPro

    JamesPro

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    Frontend we are using Unity3D of course... I think you meant Backend. For the Backend we are using the uLink networking Engine from Much Different. Authentication is our own custom Authentication system. Players are able to register an account right from the Client. User information goes through a series of encryption both on the Client before ever heading across the network and then again once on the Server.

    Our Team is comprised of People from around the world. None of us knew each other when we first started out. For the KickStarter we had some small demos that Jason and I built and recorded Video of. Nothing was networked at the time and ALOT has changed since then.
     
  25. JamesPro

    JamesPro

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    Posts:
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    Well I thought I would share an interesting topic with you guys today... External Scripting Engines. In MMOs a requirement we have is that Content be added on a regular basis. If you constantly have to recompile the entire project however it leads to excessive down time and unneeded hassle. To get around these issues we are using a custom IronPython Scripting engine which allows us to add new scripts with out the need to recompile anything or even to restart the server. In Greed Monger we can write entire systems in Python and then access them on the server. At this time however our use of Python is limited to Chat Commands and create templates for everything from Spells to Mobs and everything in between.

    Below are some examples of actual scripts running on our server right now:

    This first script contains all of our Chat Commands that we have done in Python.
    Code (csharp):
    1.  
    2.  
    3. import GreedMonger
    4. import UnityEngine
    5. import Commands
    6. import uLink
    7. from UnityEngine import *
    8. from GreedMonger import *
    9. from Commands import *
    10. from uLink import *
    11.  
    12. command = CommandManager.getInstance()
    13.  
    14. class TestCommand (ICommand):
    15.     def GetCommand(self):
    16.         return "/test"
    17.     def HandleCommand(self, command, info):
    18.         Debug.Log("This is from TestCommand!")
    19.         return True
    20.  
    21. command.RegisterCommand(TestCommand())
    22.  
    23. class Teleport(ICommand):
    24.     def GetCommand(self):
    25.         return "/stuck"
    26.     def HandleCommand(self, command, info):
    27.         Debug.Log("Teleporting Player!")
    28.         player = info.sender.localData
    29.         spawn = GameObject.Find("Spawn")
    30.         character = player.GetComponent("Character")
    31.         character.Teleport(spawn.transform.position)
    32.         return True
    33.  
    34. command.RegisterCommand(Teleport())
    35.  
    36. class WeatherCommand(ICommand):
    37.     def GetCommand(self):
    38.         return "/weather"
    39.     def HandleCommand(self, command, info):
    40.         Weather.Instance.UpdateWeather()
    41.         return True
    42.  
    43. command.RegisterCommand(WeatherCommand())
    44.  
    45.  
    This next script shows some work being done on our Quest and Dialog systems:

    Code (csharp):
    1.  
    2.  
    3. import GreedMonger
    4. import UnityEngine
    5. import Commands
    6. import uLink
    7. import Quests
    8. from UnityEngine import *
    9. from GreedMonger import *
    10. from Commands import *
    11. from uLink import *
    12. from Quests import *
    13.  
    14. questMgr = QuestManager.getInstance()
    15.  
    16. kill = KillQuest()
    17. kill.setID(questMgr.GetQuestID())
    18. kill.setName("Kill the wolves!")
    19. kill.setDescription("You have been tasked with eliminting the Wolf threat from the land!")
    20. kill.setObjective("Kill 3 wolves and bring their heads to me")
    21. kill.setIncompleteText("Why are you still here bothering me? Please destroy the Wolves before they cause us any more issues!")
    22. kill.setKillObjective("Server_Arctic_SnowWolf(Clone)", 3)
    23. kill.chainQuest = True
    24. kill.setStartQuest(kill.getID()+1)
    25. questMgr.RegisterQuest(kill)
    26.  
    27. chainA = KillQuest()
    28. chainA.setID(questMgr.GetQuestID())
    29. chainA.setName("Protect the Villagers")
    30. chainA.setDescription("Now that you have killed off some of these wolves I saw some headed for the Village! Can you go and protect the Village?")
    31. chainA.setObjective("Protect the Villagers from the Wolves")
    32. chainA.setIncompleteText("Hurry! The Wolves are attacking the Villagers!")
    33. chainA.setKillObjective("Server_Arctic_SnowWolf(Clone)", 6)
    34. questMgr.RegisterQuest(chainA)
    35.  
    36. optionA = DialogOption("Good bye!", 1)
    37. optionB = DialogOption("How are you doing?", 0)
    38.  
    39. dialogMgr = DialogManager.getInstance()
    40.  
    41. welcome = DialogText()
    42. welcome.id = 0
    43. welcome.text = "I am doing Great thanks for asking!"
    44. welcome.setOption(optionA)
    45. dialogMgr.registerDialog(welcome)
    46.  
    47. dialog = DialogText()
    48. dialog.id = 1
    49. dialog.text = "We are under attack by these darn wolves! We really need some help right away!"
    50. dialog.setOption(optionB)
    51. dialogMgr.registerDialog(dialog)
    52.  
    53.  
    The below script shows how to define Vitals, Spells, and Items:

    Code (csharp):
    1.  
    2.  
    3. import GreedMonger
    4. import System.Collections.Generic
    5. import UnityEngine
    6. from UnityEngine import *
    7. from GreedMonger import *
    8. from System.Collections.Generic import *
    9.  
    10. combatMgr = CombatManager.getInstance()
    11. items = ItemDB.getInstance()
    12.  
    13. ## Vitals
    14.  
    15. vital = Vital()
    16. vital.id = combatMgr.getVitalID()
    17. vital.name = "Health"
    18. vital.startValue = 47
    19. vital.curValue = 33
    20. vital.maximumValue = 120
    21. vital.trigger = StatusTrigger.Death
    22. vital.gain = 0.2
    23. vital.tempValue = 0
    24. combatMgr.registerVital(vital)
    25.  
    26. spell = Spell()
    27. spell.id = combatMgr.getSpellID()
    28. spell.name = "Fireball"
    29. spell.maximumValue = 10
    30. spell.curValue = 0.4
    31. spell.gain = 0.1
    32. spell.animation = "M_Warlock_fire_ball_spell"
    33. spell.icon = "fire ball"
    34. spell.delay = 5
    35. spell.range = 20
    36. spell.EffectPrefab = "Fireball"
    37. spell.reduceOwnerVitalId = combatMgr.getVitalIDByName("Mana")
    38. spell.baseOwnerDamage = 9
    39. spell.damageType = DamageType.Fire
    40. spell.tab = 3
    41. spell.minLevel = 0
    42. spell.castOnVitalId = 1
    43. spell.castOnDamage = 20
    44. spell.castOn = List[CastOn]()
    45. spell.castOn.Add(CastOn.Player)
    46. spell.castOn.Add(CastOn.Enemy)
    47. spell.debuffDelay = 0
    48. spell.aoeRange = 0
    49. combatMgr.registerSpell(spell)
    50.  
    51. ironIgnot = InventoryItem()
    52. ironIgnot.id = 323
    53. ironIgnot.type = "Crafting Material"
    54. ironIgnot.subType = "Iron"
    55. ironIgnot.name = "Iron Ingot"
    56. ironIgnot.equipableSlot = 999
    57. ironIgnot.curStackSize = 100
    58. ironIgnot.maxStackSize = 100
    59. ironIgnot.isStackable = True
    60. ironIgnot.textureName = "iron ingot"
    61. ironIgnot.location = "Bag"
    62. items.RegisterItem(ironIgnot)
    63.  
    64.  
    Then last but not least what I've been working on today. Mob and Spawn Templates:

    Code (csharp):
    1.  
    2.  
    3. import GreedMonger
    4. import UnityEngine
    5. from UnityEngine import *
    6. from GreedMonger import *
    7.  
    8. wolfSpawn = GameObject.Find("wolfSpawn")
    9. spawnData = wolfSpawn.GetComponent("MobSpawn")
    10. spawnData.maxSpawn = 1
    11. spawnData.respawnTime = 20
    12.  
    13. wolfTemplate = MobTemplate()
    14. wolfTemplate.name = "Wolf Pup"
    15.  
    16. spawnData.template = wolfTemplate
    17. spawnData.mobFactory = MobFactory()
    18.  
    19.  
    As you can see we use Python for just everything we possibly can. There is still room to expand our Scripting engine and as the need presents it's self we will expose more and more classes to Python.

    If you would like to get started using IronPython in your own projects please let me know and I can get you setup with my custom scripting engine and the correct version of IronPython to use with Unity3D!
     
  26. JamesPro

    JamesPro

    Joined:
    Mar 5, 2012
    Posts:
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    Just thought I would let you guys know that Greed Monger is now in a Live Pre-Alpha Phase up until we launch our Alpha. All of our KickStarter backers have received an email containing the link to the client. We now have potentially 700+ with access to the Client running around testing things out.

    Some Activities already being done:
    - Exploration
    - Hide and Seek
    - Village construction
    - PvP
    - PvM
    - Crafting
    - and a whole lot more.

    We have had a total of 2 days pass in game so far.
     
  27. SilverHelmStudios

    SilverHelmStudios

    Joined:
    Aug 21, 2010
    Posts:
    139
    When will you be sharing some live in-game video? I'd love to see how the game performs with all this action going on!
     
  28. MrMassively

    MrMassively

    Joined:
    Sep 4, 2013
    Posts:
    115
    very nice,
    I am interested on your IronPython scripting engine,
    I sent you a pm.

    looking forward.
    regards
     
  29. MrMassively

    MrMassively

    Joined:
    Sep 4, 2013
    Posts:
    115
    Hi JamesPro,

    I was wondering if you looked at my PM i sent you regarding your python scripting engine 2 weeks ago.
    I just sent you another one just in case you missed the other one

    please let me know , i am very interested

    thanks.