Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



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  1. #1
    Senior Member ShieldBreaker's Avatar
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    Lightbulb Race Course with a Twist

    How I see the course working is 2 players enter 2 locked room. Each has before them 2 identical courses. The course is made up of a series of rooms and each room has a random number of monsters, and a random type of monster. But those monster are listed at the start of the race (after a skill level is decided) so the players can plan. Also the monsters once set are the same for both courses. The skill level is agreed upon by both players, and can not exceed the best combat level of the weaker player. So a Player with 55 sword could at max choose the 50-59 level bracket even if the other player is level 70. All abilities are then limited to the selected level. Some sort of auto downgrade function for abilities would speed things up here(instead of greying out because level too high, it simple checks if a lower version is available).

    Each Players gear is automatically stored and they get to pick from a selection of completely random gear, again the selection of gear is the same for each player and all mods are at best possible level for the selected skill level. They are forced to rush in their selection because a count down to open up the course starts as soon as the skill level is selected. This would also be when the random gear is generated.

    After a count down, the first room unlocks, once all the monsters are beat the next unlocks. And so on till the end of the course. The first one to touch the goal object in the room both courses finally reach, is the winner. If a player dies they spawn outside the course entirely which won't open again until there is a winner or both players die.

    To prevent someone from staying a long time in any one room, just to hold up the course, some environmental effect ramps up over time once a room is entered. Increasing greatly once the room is cleared of monsters.

    Also maybe a NPC racer can be asked to run a course against a player if only one player is nearby. In the race the server calculates the Rate the NPC will run the course and moves him to the last door of the course. Opening the last door at the calculated time and sets its pathfinding to the goal object. Allowing it to trigger a NPC victory if it reaches it first.

    Hopefully this would be a fun thing for players to do, maybe with a leaderboard of some sort at the site. Also maybe it could be used as some form of testing. Like archers, storm the course all the time never changing gear, and everyone else that changes gear per room or uses any other skill for each room never wins. Archers is just for the example, not implying they need to change.

    The reward for winning the course should probably by impressing an NPC or complete a quest line for them. At the end of the race each player automatically lose all the random gear and their original inventory is returned to them. If a player disconnects they are moved outside the course and their inventory adjusted when they re-login and are consider dead by the server in regards to the race.

    okay that is the idea in a nutshell.

  2. #2
    Senior Member Tsugumori's Avatar
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    Onto this you could have rooms like the puzzle in the crypt for the chest.

    A series of objects you have to touch in a certain order or maybe you have to take items from a chest and place them on pedestals in a certain order.

    (I mean if we're spit-balling here anyway...)
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  3. #3
    Senior Member ShieldBreaker's Avatar
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    Quote Originally Posted by Tsugumori View Post
    Onto this you could have rooms like the puzzle in the crypt for the chest.

    A series of objects you have to touch in a certain order or maybe you have to take items from a chest and place them on pedestals in a certain order.

    (I mean if we're spit-balling here anyway...)
    That certainly would add extra challenge to the race. Maybe the mix of puzzles to monster rooms could be random as well and maybe hint cards could be inventory item that could be taken at the start of the race in place of gear. The hint cards when used in a particular puzzle room, gives a hint for that rooms puzzle. The more hints you want the less gear you get to take.

    Or what if you had to meet a requirement for each room after finishing the monsters, something like you are told you must give a epic weapon, a weapon with balance of skill mods, a piece of armor with no mods and 2 rings. One of those items for each room, you don't know which order the requirements will be in. Depending on what gear was available and how much inventory was allowed that could be really challenging. Like you bring only 2 rings, one is a poison protection ring. You are required to give up both knowing at that point you still have a room of spiders to face.



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