Gods And Mortals MMORPG

Gods And Mortals is a massively multiplayer online role-playing game (MMORPG).

The client is created in Adobe's Flash Actionscript 3.0 language. The game has unique features(such as ambient energy) or refined rare features from other games (such as the influence of the surrounding environment in the battle).

Story
The story takes place approximately 1000 after The Great Wars, when all the pantheons of the planet fought for supremacy. By fear or loyalty, the followers of their gods also waged wars. There was no peace, no rest. In the end, one pantheon would rule all mortals.

After 10 days of battling non stop in the upper atmosphere, Thor(the norse god of thunder and lightning) and Denosk (the war god of the Blood Dwarfs) finally stopped to rest, after and obviously being equally matched. Thor offered a truce to Denosk in order to save his people from annihilation by Denosk vast armies.

Denosk, suddenly enraged by the offer, activated his weapon to its max power and threw it at Thor with all his might. Thor dodged it with his lightning reflexes but the two-handed axe continued to fall towards the Earth.

On the battlefield, the human viking army, dressed in a blue armor with a silver hammer as an emblem fought a losing battle against the vast Blood Dwarf army. Their armor was crimson-golden and their weapons where two-handed axes, much like Denosk's.

The viking and dwarf kings met in the middle of it all. They started fighting with such power that the neighboring soldiers stopped in awe, no matter how heated their own battle was. Some fell to their knees with eyes and mouths wide open as their king and opponent exchange blow for blow; the ground shacked, sparks where flying everywhere and their warcries echoed throughout the battlefield.

And then, suddenly, a sound like no other came from the heavens. Denosk's axe, The Bloodspiller, fell down with the power to kill a god. It's target was now the the center of the world, center of the battle, the center of the army.

A moment of silence preceded the catastrophe. All the soldiers and both the kings looked up as the tool of their death embraced them all in a terrifying divine act of destruction.

All the gods senced the suddent passing of life, to death. All stopped their pointless war and returned to their kingdoms. Mortals and gods alike. Where The Bloodspiller hit the planet, a crater wide as an empire stood as a scar on the planet to remind everyone what has happened.

After a few days time, all of the god kings met in The Center and formed a pact to never directly interfere in the lives of mortals again, or suffer eternal punishment.

1000 years later...

The world changed. The Great Wars turned from reality to memory; from memory to history and then lost in the sands of time. Today, peace dominates the world. Every race is working towards keeping this peace and at the same time, make life easier for all.

But and ancient agent of chaos is growing in power. Silent, patient, and more powerful than anything in the universe, this entity is above good and evil; above mortals and gods. This great power is known as The Void.

Development
The game development is in progress. All information presented here is or will be created. Some aspects presented may change and will be updated accordingly.
Mechanics
The gameplay is divided in 2 modes: Explore and Battle.
*Explore mode:
**Isometric system of 32/16 tiles;
**The character is moved using the keyboard and the interaction with the world is done with the mouse. Some shortcuts, actions and macros can be defined and linked to buttons from the keyboard by the user.
**Since the game is multiplayer, characters can interact with one another to trade information, equipment or join a party; the player can do everything on his own though.
**The environment is fully interactive. The player can chop down trees, mine ore deposits, even pick up rocks from the ground. Items can be created, modified, combined and destroyed.

*Battle mode: Same isometric system but is now a turn based mode.
**Each character has a yet undetermined aps(action points) witch can be spent on simple actions (such as moving or a basic attack) or more complex actions(such as spells and combos) that can require more than 1 ap. At each round, there is a descending list made where all characters, no matter what team, are sorted by the initiative attribute. The one with the biggest initiative starts first. The list is remade each time a character finishes his turn but excluding character that finished already their turn for the current round. This is because some buffs increase or decrease attributes like initiative which would make the list obsolete.
**There can be only 4 teams each battle that start in the middle of each side of the battlefield(called the arena). Usually, when a player fights a monster stack, there are only 2 teams, on opposite sides of the arena. Similar to some turn-based games, a player will fight a group of monsters instead of one at a time. Though players can encounter only one enemy, usually, 5 or more are found in a "mob" stack.
**The battle won when the victory objectives are met. This does not always mean the enemy has to be defeated since some enemies are immortal. The same is for the failure scenario. For example, if the quest is to protect a character and he dies, then the quest is failed.
**Experience is awarded at the end like most(if not all) games but a part of all the experience gained in a battle is awarded each round. This means that a player can fight a dragon and lose several times before he gets strong enough(from practice fighting it). It is possible this may not work if the power gap between the player and a high level encounter is to high. Certain players will ask for gold coins in exchange for helping player finish quests or defeating monsters.

Unique features
*Battle mode:
**When an ability is used(spell or combo), a part of the energy(mana) used to create it will be lost or wasted. That residual energy does not disappear since energy cannot be created or destroyed, only changed. Some classes have abilities to use this residual energy for a variety of effects including detonation(similar to a gas cloud explosion), restoration of character's health or mana, summoning creatures and other.
**Even though item customization is present in lots of games, customizing and item entirely has not yet been done. Here is an example.
*** To make a sword, a player must get the blade, the grip, and, optionally, other accessories.
****For the blade, the player must mine an ore deposit, then refine and purify the ore. Since in real life blades can be made from any metal(with some exceptions), the player can make that blade from any metal existing in the game. The nature of the metal will determine most of the sword's attack. Because the sword is a sword, the large quantity of metal itself will mean that the sword will be heavy than a dagger, and will tend to do more damage; at the same time be harder to swing it(meaning it will be slower). After the metal is smelted then cast into its final shape, it can be sharpened or even re-smelted (for higher quality).
****For the grip, another complex items needs to be created. A grip needs a base component(like the blade is to the sword) which in this case its a metal handle with a piece of thin leather wrapped around it.
****To assemble it, you need tools and a workspace. Usually, you can make all this in a blacksmith's workshop even though you can assemble it without a proper workspace but the end result will be of a lower quality.
 
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