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OtherEarth Online is an independently developed massive online video game. It is a player-driven persistent-world massively multiplayer online role-playing game set on an alternative Earth around the Medieval period. It is being developed by independent group of developers from across the world, after making the decision to move from an Open Source project to commercial. The first release is penned for 2011 and will be available via download only. Gameplay OtherEarth Online will run on a supercomputing cluster known as "Titania". A smaller cluster called "Oberon" is being used for in-house testing and then for the public beta test. Advancement OtherEarth Online is different from MMOGs such as World of Warcraft, Guild Wars and EverQuest II because the player characters do not gain experience points through actions or by completing tasks. Instead, the player learns skills by training a specific skill over time, a passive process that occurs in real world time so that the learning process will continue even if the player is not logged in. As a result, new players are generally unable to gain more skillpoints than existing players who continue to train but this is reduced somewhat by a diminishing returns policy for training higher skill levels. Each skill has 5 levels and the time required to train a skill to a particular level is determined by the player's attributes and how many skill points a certain skill requires, determined by a skill's rank. Training within the game occurs in real time whether the user is logged in or not. The time it takes to train a skill varies depending upon an attribute known as its "rank". Low-rank skills trained to a low level may represent a few minutes of training whereas high levels of high-rank skills may represent several months of training. Economy The currency will be in pounds an pennies currency unit in OtherEarth Online. Most of the in-game economy will be player driven; Non-player character merchants supply some basic schematics, items and trade goods. Players, through the use of schematics and in-game skills, can gain the ability to build items ranging from basic weaponry (e.g. swords and bows) to components for building a city, the manufacturing can be for personal use or for sale at a market. Pricing and availability of goods will vary from region to region within the world. These aspects contribute to an economic environment influenced by factors like scarcity of resources, specialization of labor and supply/demand dynamics. The economy is closely tied with the (also player driven) political aspect of the game. Guilds rise and fall as they struggle for market dominance as well as territorial control. Development Development has been underway for just under a year with a projected formal release in 2011 Q3. Artwork Here are a couple of images of the 3D models being created by our very talented modelling team:
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