Clans are groups inside factions. In the game world there’re several factions that can be at war or at piece with each other. Clans compete with each other inside these factions to acquire higher positions in general rating; the strongest clan represents the faction. Players can select or change a leader of a clan taking a vote. One more important thing about clans is that clans can fight for a town and then get percentage of its income. Wars for a town become possible under concrete circumstances. Moreover, a clan can built a proper base which increases its rating inside the group. Clans can also attack bases of other clans – it gives additional points to their rating whereas rating of the defeated clan becomes poor. Leader of the first clan in a faction can declare a war or make peace with other factions. In case of war a player gets good remuneration for every killed enemy, this recompense becomes smaller during periods of peace.
PVP and TVT Combats
Players keen on fighting in a team, will be able to do it not only in the desert. Team players will have special tasks and arenas where they can fight in various regimes: they can train, have destruction battles, capture flags or keep the territory. For fights on arenas a player will get experience and rewards. If a player has no friends in the game, he can fight with a random adversary corresponding to his rank. Arenas are represented by abandoned factories, undergrounds, catacombs, dumps and the desert. Team fight can hold up to 20 players at once, but in course of time this number will increase. Arenas help to diversify the game world and it’s important especially for those who like fighting, at the same time players-investigators and others will find it easier to survive in this world. Both single players and clans can fight on arenas.
Flora and fauna
The desert world has changed after many years of desolation and it’s dangerous and mysterious now. Climate has also changed and the main vegetation in the game world is represented by almost dry trees and bushes. Somewhere we can see green spaces but they’re mostly artificial and located in towns. Grass is low and rare. Wolves, wild dogs, gaggles and, of course, people are permanent inhabitants of the desert. Bandits try their luck everywhere, they attack wanderers and caravans. In deep underground, in canalizations and catacombs, where poor people had to hide during the catastrophe, new creatures were born – they got used to dark and wet tunnels, carrion and rats as the main food. Ditchers, lichis and other dangerous creatures live there. There’re no cyborgs and robots in this world, no magiс and aliens. This is the Earth in 150 years after the catastrophe and the team is trying to create a world that will reflect this new life as full as possible.
In RPG games it’s really interesting to see dialogues that depend on players’ genders and their parameters. Our developers have set a goal to create such dialogue system in the game. A character’s story, gender, skills and IQ – it will be all taken into account, as all these parameters highly influence a dialogue system and help making the world richer and more real. If a character’s IQ is high, he/she can get more useful information or receive a challenging task. If he/she has good medical skills, he/she can heal a wounded character and won’t need to search for help. If he/she is really good at repair works, he/she can do tasks in repair-shop and help a mechanic. Dialogues must change as the game progresses, depending on characters’ actions and the course of the game. It’s a real pleasure to realize that you can change the world, characters’ lives and their relations. To implement all this, developers will do their best to make characters’ parameters, their actions and dialogue schemes intersect.
Designing the project we had the task – to make a non-linear plot and a flexible system of tasks and missions. The player can choose for himself where to go, whom to help and whom not to help. Reward and attitude of other characters to him could directly depend on his action, what also affects other tasks or prices for services, goods. Tasks should give a player the unique feeling that he is a part of the world and make him to travel in search of necessary characters and objects to other cities.
In MMO we can’t simply move the unique tasks as we do in games with a non-linear storyline, it’s very difficult. Our players can hinder other players to perform tasks. Therefore, we developed a system which divides the subtasks to the world (when it’s performed in the world with other players) and local (where we create a separate location for performing an action. For example, to beat a character). There are individual and group tasks. And each of them will be either cyclic or nonrecurring.
Initially, the project intended to be a MMORPG from the 3rd person with the capture of targets to attack, and there was a fundamentally different implementation of the system of fight, graphics, and balance. This system allows to play a character to the maximum and reminds players about flexible role system. However during development process and studying of the market, there appeared an idea of adding a view from the 1st person. During longtime discussions developers decided not to take into consideration possible difficulties and realize this idea.
Despite the fact that the team had to remake the graphics in higher detalization and change the system of fight with balance, a successful prototype was received and was taken into further development. Now a switching between 1st and 3rd person is implemented already but without changing of a fight system. FPS fight system can be combined with the RPG system and get a flexible system that depends on the role system of a character and skills of the player. In such a way in the game world we get characters with different roles what allows us to create flexible teams with players of different orientations and to make tactical moves in battle.