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Ozzymandias11

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#1 Ozzymandias11
Member since 2013 • 25 Posts

Good luck with the game, but just remember. Many have tried, but all of them (from my knowledge) failed.

Maroxad
For sure, that's a good quote to remember ;). Updates here! The current open discussions are about: 1.- Quests - "First, players could have the opportunity to send their heroes on a quest. Those of you who remember Fantasy Empires are familiar with the idea (this is the earliest example I can think of). We offer some mechanic that allows you to select a hero and send them on a quest. They become unavailable for a while and then show back up with loot, much like Star Wars The Old Republic (this is the latest example I can think of). Unlike in TOR however, your heroes can get themselves killed rather than return with anything. Players could be allowed to do this at any time with variable difficulty levels, or the opportunities could be fired off by a random event (risk a hero on it or loose the opportunity forever), or the quests might be tied to some World Feature like the Inn." 2.- Lots of thoughts about the units. Better to read directly here http://forum.wastelands-interactive.com/showthread.php?8676-Unit-Theory/page2
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Ozzymandias11

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#2 Ozzymandias11
Member since 2013 • 25 Posts
Hello there! If you've been waiting years for a genuine successor to Master of Magic (as I have) you're in luck. We the fans and developers at Wastelands Interactive have decided to create one. Work on the project started nearly a year ago in a 2D development environment. As it evolved it was moved to a 3D environment and the basic game mechanics have started to take firm shape. I think it's not necessary to explain here what is MoM, but attending what our fellow wiki has to say: "Master of Magic is a single-player, fantasy turn-based strategy 4X genre[2] video game created by Simtex and published for DOS by MicroProse in 1994. The player is a wizard attempting to dominate two linked worlds. From a small settlement, the player manages resources, builds cities and armies, and researches spells, growing an empire and fighting the other wizards." So, what are we trying to achieve with Worlds of Magic? Something with this list of features: [list=1]
  • Master of Magic Spiritual Successor
  • D20 System - Units, Spells and Heroes will all draw from the D20 rule set during the battles.
  • 4X deep playability
  • Hero Units - Recruit heroes to lead your forces into battle
  • Twelve Spell Circles
  • Unique Races
  • Multiple victory conditions
  • A million more things  We're working to develop a rather new and in-depth magic system for Worlds of Magic. The world itself will span a number of planes and a majority of the content will be created procedurally. No two games have to be exactly the same (although they can be if you want them that way). We're adding new features every day, and we would truly appreciate any suggestions. What did you like most about Master of Magic? What do you feel is a must for Worlds of Magic? What would you like us to add? Is there anything else we should consider? To mention some of the newest updates, we have been asking the community about the concept of "planes" which I previously mentioned. (Wallpapers/Artworks. Sorry, too big to add with [IMG]) Plane of fire: http://screen.bitterglory.com/in/13-02/aeyjueudd.png Plane of water: http://screen.bitterglory.com/in/13-02/tvjvjgfyr.png Every contribution will be MUCH appreciated. It will be my pleasure to answer any question here, and you can find more info in the following links. Thank you! Official Facebook Worlds of Magic fansiteGame forum
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    Ozzymandias11

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    #3 Ozzymandias11
    Member since 2013 • 25 Posts
    After all this years waiting, someone is working on it :D :D :D https://www.facebook.com/WorldsOfMagic