OP updated somewhat on Jan 3 2012
I am looking for team members. If you feel inspired please send me a pm with some examples of your work. (Sprite/Animation, Programmer (C,C++) maybe c#)
Interested in this game? Give us a like on Facebook. It helps!
Will be re-writing engine In C or something else?
Stay tuned for information on the promo single player game set as a prequel for Favor the Gods.
Current look of game.
How do I get down?
Old concept art of the residents.
In game pre dx8 conversion
Really old concept art
! The seed for Favor the Gods was first planted nearly 7 years ago. It has gone through many different iterations; I have notebooks and computer documents full of ideas that changed and grew over the years. Attempts in the past have included a flash and browser based game–just to name a few. The dreams and ideas outgrew themselves though and FtG was left alone for awhile. We honed our skills on countless projects that we would start and drop on a whim. Finally we came back to FtG realizing we had the skills and the drive to make a true attempt. By random chance we found Eclipse. It was the first time I had used vb since high school but we jumped in and started making the game. But, we soon realized that EO was not suitable for what we wanted to do either. So I stripped the engine bare of everything but the packet system and started to write from the ground up. Now a year and some change later we must start another attempt at an engine. It gets easier each time though
Team and Credits
! Michael (me) - Head developer, programmer, and artist
! Eli - Developer, Support artist, programmer, musician
! Zach - Helped in the early days with much of the ground work and ideas. Came up with the base setting and story. Maybe one day he will return to work on the project.
! You? - I could always use a real coder who actually knows what the hell he is doing. Between me and Eli It can get done and will get done but who knows how long it will take. I am an artist at first and a coder second. If you want to be a part of something serious then send me a email at Mikekan13@gmail.com
! After a man-made catastrophe rooted in power and pride, nature reclaims her future from humanity and grows over the smoldering wreckage of our folly. Players take the role of Residents– the genetic legacy of mankind that crawls from the technological ruins to struggle for existence in a beautiful and dangerous world.
! The Residents are free to live as they please, but to survive and thrive demands a great deal from them. The future earth is surreal, bountiful, and nightmarish, and it sets trial after trial upon the Residents as they forge civilization in the wilderness.
! Nothing is what it seems in this world and the players will uncover truths and myths from the past on their journey. What happen to the world? What exactly are the residents? Who are these gods and what are their agenda? Many secrets exist that is told not through strict narrative but lore and atmosphere.
! * Conventional ‘quests’ are replaced by players individual needs and wants such as: hunger, well-being, shelter, travel, wealth, power, and overall safety. To facilitate community function and drive player experience: events will be injected into the game-world. These events will be universal and unique, happening only once, not instanced or repeating.
- The statistic driven game-play of many like-genre games does not exist here. Simple functionality is the order of the day. ex: To discover the effects a particular food might have; a player could consume it or ask other players about its effects.
- There is no forced in-game currency to speak of. Items are unique and functional as per a common game logic. Players will have to give objects value according to personal need. For instance, a player may trade an unmatched old-world technology for aid in constructing a certain structure that he/she is unable to build.
- Realistic resources and non-replinishable items. Everything is made up of base elements which are never created or destroyed–only changed. Ex: Cut down a forest to build a fort and that forest is gone. (Perhaps even effecting the surrounding plant and wildlife.) The wood then becomes a part of the fort where it could be burned turning into gases and ash. Think periodic table with a dash of fantasy added to it.
- A realistic and dangerous world: Players are never really safe, death is around every corner and it is an impactful event that changes the way you will play. Dying completely removes a players inventory and skills and can happen anywhere. (There is no safe zones, and even if you log out your character will still remain in the game-world.)
- Carve out underground lairs or build up into the sky: Players can build and create anywhere. Every object in the game can be built or destroyed (Even the terrain itself). Walls, doors, generators, electrical systems, transportation systems, traps, tools, weapons, elevators, are just a few of the things you can build.
- True “Unique Items and Skills” some items and skills will only be acquired once. No duplicates, period.
- Different planes of existence; each with their own unique animals, plants, minerals, and more. Master one plane only to find different new challenges awaiting you in another. For people who play for the end game, this is what it’s all about.
- Players must eat and take care of themselves to survive. The residents are a hardy bunch but they certainly are still vulnerable. Sickness, injury, and hunger are all things the player must conquer, and so what better way to survive than to grow your own crops, raise livestock and build your own protection.
- Pledge your allegiance to the God of order and technology, or honor the heathen God of old with your chaotic nature. Gods will shape and change the world around you. They may bless you with good fortune and protection or curse you with plagues and disaster. Perhaps one day you can rise above them and claim godhood yourself.
- Original hand drawn art
- Original soundtrack
- 2d Engine with 3d aspects
- 100% true persistence
- Seamless world with layers (ie: underground; sky)
- Build or destroy anything in the game
- Plant and animal ecology systems
- Survival mechanics
- Hardcore game-play
- Pixel perfect movement with basic physics
- Full screen with support for 1024x768 And 800x600
- Real time shadows
- Day/night and weather system
- Particle system
- Whatever else I decide to add
EO was the starting engine for this game but it has been completely stripped and modified. The only thing I am really using at this point is the byte packet system. Still I have to throw a thanks to Robin who has definitely made one of the cleanest vb6 mmo engines.