03.05.2012 Infos
Hi,
I'm very sorry for last weeks missing post. I took some off-time because my tooth where hurting like hell (of course i fixed that too).
There will be changes to how i write this blog & if possible i will be replaced, but this seems to take a bit longer as i suspected. This does not mean that you won't hear from me in future though.
Chrono Madness is a huge project and we have a lot of planning and work that needs to be done before we can release it to alpha status.
Our plan is to get all elements together to be able to start filling the worlds content. There is no release date at the moment but we are aiming for a private lan-party next year for our first multiplayer sandbox with a working "everything".
For now we have a working worldmap we can access. If you need an idea how the worldmap kind of works, take a look at Fonline (or Fallout) & Arkanum (Both games are old be sure to check how to install them on newer OS before buying them). The Worldmap wont be the same, but it will have a similar movement style & work with encounters that you randomly meet while traveling.
If you enter locations or environments, you will be able to play in a sidescrolling view where you can see your character. Here you will fight, talk to npc's, solve quests and much much more.
Monsters, animals and all non npc's will be unlockable for ingame points or as quest rewards, always unlocking them to your whole party (max 6 people) as long as you walk along with them.
We do not seek to make a game that keeps a player in it forever, rather we try to make a game that rewards the time you spend in it. Of course this will be a quite huge game and there will be new stuff to explore each month. So the fun won't stop.
I won't reveal much more for now, but i can say we are working hard to get this game running. As soon as we have a sandbox we will be showing the first screenshots & videos. Some sound was updated allready but there is more to come.
Thanks for reading.
PS: from now i will only update this blog when we really intend to do so.












