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Project Offset

Discussion in 'Upcoming Games Discussion' started by Hyncharas, 18 Jan 2006.


  1. Couldn't find the original thread for this, unfortunately :(... anyway, the Offset team (creators of SAVAGE) have released another video on their MMO, this time about crowd-simulations.

    If you have no idea what this game is about, go to this page. Alternatively, you can their other tech demos here.
     
  2. It doesn't look like this is an mmo, but more like savage. Savage was good though, and this sounds pretty good to.
     
  3. This game looks great. It'll be interesting to watch.
     
  4. This concept seems like the concept Manitou was talking about a while back...TENTATIVE RELEASE DATE DEC 2007

    For the linkally challenged:

    "Project Offset" (working title) is a game like no other first person shooter to date. We wanted to make an FPS set in a epic fantasy world. A game where you can choose one of many character classes. A game where clans can combat over mission based objectives and be ranked accordingly. A game where you can play alone, coop, team based objective or deathmatch.

    The controls feel exactly how an FPS player would expect. Play as an archer and
    your skill using the bow and leading your target is what will set you apart. When the battles get close up, pull out your sword and continue the fight melee.

    For players who like vehicle combat, we won't disappoint. Project Offset will have creatures you can ride, dragons you can fly, siege weapons you can man -- all part of an epic battle between you and your foes.

    Project Offset is built around a next gen engine, where every model is created with the amount of detail and effort normally found only in a cinematic, making you part of an epic story.

    Yes this game will have single player! And you will be able to play with friends as well. We have many things planned for this single player that will excite fps players and rpg players alike. Information about our single player/coop will be given soon.



    The game is targeted for next gen PC hardware. Xbox360 and PS3 are also possible and we are excited about bringing Project Offset to these platforms.

    This is a very basic overview of our Multiplayer to answer some of the common questions we have been recieving. Some of the more exciting areas of the game such as persistent experience, melee and other key areas will be explained in updates to come.

    The Multiplayer Competition aspect of Project Offset is designed to be fast paced and teamwork dependent. 2 teams are placed in a battle with a set of objectives. The first team to complete their objectives wins the battle. During the course of a battle, a player can choose from five or more character classes. Players will earn experience while playing that they can use to customize and improve their characters, as well as improve their individual rankings.

    The number of players per game is expected to range from 8 to 64+, split evenly between the two teams.


    A battle is a multiplayer game level where both teams are assigned a separate list of objectives to complete. This is usually set up as an attacking / defending situation, where team A "pushes forward" offensively through the level, while team B tries to stop their progress. There are two types of objectives, primary and secondary. Primary objectives MUST be completed in order to win, while secondary objectives will help your team, but are optional.

    Battles are always set up as a struggle between good vs. evil. Each battle tells a story that is part of a larger war. A war is simply a chain of three or four battles. The battles visited in a war can change based on which team wins each battle.

    The length of a team match can vary from half an hour to several hours depending on the skill level of the teams playing, and the length of the war.

    Example battles follow:

    Castle Siege


    Concept art for Castle Siege battle

    Team A (Evil) primary objectives:

    1.
    Primary Objective: Transport siege weapons within firing distance of the castle
    2.
    Primary Objective: Destroy the castle's outer defenses
    3.
    Primary Objective: Infiltrate the castle and kill all the innocents

    Team A (Evil) secondary objectives:

    1. Secondary Objective: Capture the castle's guard towers
    2. Secondary Objective: Destroy the side wall to the castle

    Team B (Good) primary objectives:

    1. Primary Objective: Light all beacons to call for reinforcements
    2. Primary Objective: Defend the innocents for 30 minutes until reinforcements arrive

    Team B (Good) secondary objectives:

    1. Secondary Objective: Prevent the enemy's siege weapons from reaching firing distance of the castle
    2. Secondary Objective: Defend the guard towers
    3. Secondary Objective: Construct a barricade to the castle gate

    Voyage

    Team A (Good) must abandon their city and head for a new land by ship. Team B (Evil) must stop them using whatever means necessary - dragons, smaller boats, etc.



    Project Offset is a class based FPS. Each class has specific roles in a battle and brings with it one or more unique abilities. Although there are weapons each class share, each class has ranged and melee weapons unique to them. In order to win a battle, teammates must be coordinated in their usage of each class to successfully complete each objective.

    Below is a list of some basic classes and their roles.

    Human (Warrior)

    *
    Primary role: The stock soldier in the group, useful in all combat situations

    Elf (Marksman/Stealth)

    *
    Primary role: Stealth and long ranged "sniper" attacks



    Dwarf (Builder)

    *
    Primary roles:
    o Constructs and repairs "constructible" objectives
    o Demolition using explosive devices

    (Healer)

    *
    Primary role: The life of the party!

    Wizard

    *
    Primary role: Area damage dealer

    Certain battles will have vehicles or creatures that can be ridden.

    Horses

    * Fast moving, can be ridden by one player at a time

    Catapult

    * Large, very slow moving device
    * Can be boarded by players to protect them

    Dragon

    * Ability to fly
    * Can rain fire on enemies down below
    * Can swoop down and grab enemies

    Giant Troll

    * Serves as a ground transport vehicle

    Battle Ship

    * Very large vehicle supporting many players, with ballista armaments


    Persistent EXP is a big part in the game design. We will dive into this more in future updates.


    * Destructible environments
    * Dynamically simulated deaths (ragdoll physics)
    * Dynamic damage
    o Arrows sticking / bouncing off objects and players
    o Dynamic character reaction ("knockback") animations
    * Falling blocks and debris

    During the course of a war, players will travel through many different lands.

    Environments will be epic in design, incorporating both indoor and outdoor areas. The visuals will vary from the vast and beautiful to the claustrophobic and scary depending on the battle.

    Environments will play an important role in gameplay. Expansive outdoor environments will be conducive to vehicle combat, while enclosed environments will work well for melee combat.


    An epic fantasy FPS is something we have been dreaming of for a long time. We are currently seeking publishers interested in funding development of the game. If you are an interested party, please email us.

    Stay tuned for more detailed information on our Single Player and Multiplayer design.
     
    Last edited: 31 Jan 2006
  5. Manitou

    Manitou Old War Horse DragonWolf

    Man, this could be huge in the life of this team. I truly hope they can pull this off.

    If they do, I am there.
     
  6. Actually I've asked to be of their team more than once, but since I have neither the money nor desire to relocate to their offices ...:rolleyes:

    On the other hand, should you happen to contribute any funding to the project's development, users are free to attach this banner I made sometime ago to sigs on their forums:

    [​IMG]
     
  7. Looks absolutely amazing. I can't wait to see more on it.
     
  8. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    I have reservations about this game. Until they find a developer I'm going to put my hopes on hold.
     
  9. This is *very much* like a game that a couple of us tried to get passed at Atari a few years ago. We even had Margaret Weis's name (ala Dragonlance)attached to it.

    I hope this does well.

    ~PM~
     
  10. A friend of mine has done some artwork for the Dragonlance comics...
     
  11. Om

    Om DragonWolf

    I enjoyed Savage. The problem savage had was if there was an inexperienced player in one of the leader roles, which were critical, it made everyone else on the server miserable.

    Because of this, it didnt' do well on public servers so it died.
     
  12. The core parts of the engine are now complete at Offset, and then last month, Red 5 Studios became their first licensee:

    http://news.teamxbox.com/xbox/10238/Red-5-Studios-Licenses-Project-Offset-Engine/

    Meanwhile, I was speaking to them earlier this morning, and one of them said that they've added a few more members to their team. While they haven't said who their publisher is, they did say they will be making the game themselves now their engine is in a functional stage.
     
    Last edited: 14 Feb 2006

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