For the latest updates, check Twitter: https://x.com/UntamedEhizia
I would also be very grateful for the support on Patreon: https://www.patreon.com/UntamedEhizia
Feel free to contact me via email: dev@ehizia.com
Untamed Ehizia is an indie experimental MMORPG where social interactions are elevated to a new level. We want to rediscover the Massively Multiplayer Online genre and make a game where these three terms are put at the core of the gameplay. We want to create a friendly and cozy atmosphere where every aspect of the game is accompanied by social interaction.
Features:
Shared quests - affecting everyone and the state of the world. Every door and every switch has the same state for everyone. Quests are not personalized for each player, and all NPC have global states. No in-game areas are instantiated for the player, no isolated gameplay. Players can influence the state of the world, which in turn can influence other players. Gameplay encourages verbal or non-verbal cooperation between players for both battles and economic activities.
PvE-oriented gameplay - prioritizes cooperation over conflicts. PvP is possible within specific constraints and does not serve as a means to solve any conflicts of interest; rather, it serves as a tool for social interactions. At the same time, PvE challenges are not limited to combat but also have survival elements.
Secret spells and abilities. Not all abilities are accessible by default, and some skills can be scarce and extremely difficult to obtain. In some circumstances, finding a person with a certain ability might be important to reach some in-game content.
Hybridization with SNS. Possibility to share your discord or promote your twitch/instagram right in your in-game character profile. Find new friends. Don’t hesitate to move your conversations out of the game. While we believe that RPG is associated with immersion, we also believe that players who play MMORPG do not always have to be hidden behind their characters in non-RP servers.
No auto-party search, auctions, or single-click market operations. Although these features are used to bring convenience into the game, we believe that they prevent you from seeing the human personality with whom you are doing deals. Instead, we have other tools, such as special advertising boards and special locations, such as bars and markets to find new teammates. Same for trade: contact, negotiate prices, and do all necessary deals via conversations and direct player-to-player trade.
Horizontal and vertical progressions are separated. Find or unlock new skills to increase character flexibility. But new skills are not always better than the old ones unless it’s used in the correct situation. Increase character stats to progress numerically with damage.
Craft-oriented economics with resources collected from both high and low-level areas, which makes it possible to participate in game economy from the very beginning.
Mob behavior variety. Various areas and mobs give new challenges, and the solutions to these challenges are not limited to player character strength but also to your ability to cooperate and develop your tactical skills.
We are not aiming for the perfect balance between classes. Every class has truly unique skill sets with entirely different gameplay.
Screenshots and development updates below:
Philosophy of this game project
Socialization
We want to make a game where socialization is a norm. We believe that in MMORPG genre, players are the ones who are socializing, and characters only serve as an avatar of the players, where game situations trigger communication. Untamed Ehizia is similar to SNS, that helps finding new friendships, and expand your relationships outside of the game. It can be even a dating service, where instead of dating in a cafe, you are dating in a virtual world full of adventures. Our goal is to provide triggers, both for verbal and non-verbal cooperation, to make sure that regardless if you are a team of complete strangers or close friends, you will always find an adventure that would suit you.
Experimental
Since we are working on our dream project, we are ready to take a risk and invest our efforts in unusual concepts. It's a chance for us to play with fundamental ideas of the MMO, to reevaluate and bring novelty to every aspect of this genre. We are leveraging the flexibility of the small team and the absence of external control over the project to be able to travel in an open ocean of possibilities to create unique experiences.
Monetization comes last
We aim to pioneer an innovative Social x MMO gaming experience, prioritizing development of captivating gameplay mechanics over financial gain. Our focus remains solely on enriching the gaming experience and ensuring that each feature contributes to the overall enjoyment of the game. We believe that profitability will naturally follow as players derive value from our game. Needless to say that we oppose any practices that would compromise game integrity like the form of pay to win or selling any in-game advantages that may undermine fairness.
Project progress
To give an idea on how much we have already done, we want to share some technical information regarding our progress.
Content-wise:
We created 20 game areas. Each area has a unique biome (biome variation). For these areas, 1000+ 3D environment assets and almost 100 various creatures were created.
For player characters, we already prepared 200+ models for clothes, and weapons.
Software-wise:
Some features below are just written in high-level. There will be following posts that will contain more details on each individual feature.
Creating users and characters. Character selection screen. New character customization for appearance, initial stats, class, and backgrounds.
Character movement. Character transition between areas (between different servers).
Skill system with a high degree of customization. Skills applied to a target and without a target, circular and conical AOE, skills launched towards direction. A skill constructor that allows flexible control of preparation time, cooldown, resulting effects, and enable condition. Supports visual effects, projectiles, ground effects. Support for multiple projectiles, projectiles that can trigger further effects (e.g. splitting into small projectiles), customizable projectile piercing, and many other skill-related mechanics. Support for “movement” skills (dash, push/repel), item/craft related skills, applying statuses (buffs, debuffs) etc.
Combat system - primary and secondary stats, calculation, and support of combat characteristics (attack, accuracy, dodges, critical attacks, elemental attacks and resists, magical and physical attacks, defense, and “defense penetration”). Respawn points. Status (changes stats, speed, stun, poison, etc.).
Experience, leveling, changing primary character stats, choosing new skills. Player character leveling tree with auto-generation support from clusters, flexible system of requirements to advance through the tree, skill tree reset support.
Inventory - items, consumable and interactable items, clothing, and weapons. Character slots for clothes and weapons equipment, and update visuals based on equipment. Custom rules and requirements for equipment slots. Support for individual item modifications (e.g. enchantments). Equipment durability. Weapon mastery.
Mobs with a flexible system for customizing behavior and reactions to the player. Loot from mobs. Mob spawners. Support neutral and friendly mobs (including those who fight on the player's side). Zones designated for mobs. The ability to give orders to friendly pets.
NPC, scriptable conversations (text + choice of answer options + support for arbitrary keyboard input). An NPC can influence a character's state or the state of the world. Generic interactive objects with a shared state - button, lever, trigger, door, spawn point saver, indicators, traps, etc. State persistence of interactive objects and NPC. Possibility to customize interaction process. Mineable deposits, chests, barrels, plants, bushes.
Updating the character model depending on the weapon and current status. Supports different animations for different skills and different current weapons.
Trade (buy/sell) with limited and unlimited stock. Trade with NPC characters. Player to player trade.
Craft items and equipment. Available craft list. Craft depending on NPC status. Craft enhancements. Craft catalysts. Recycling. Craft with a chance of the coutcome.
Party (creating a party, inviting, leaving, transferring a party leadership, kicking from party, setting various party settings, showing the online status of players in a party).
Chat (general, party, private, log), mini-map, customization of hotkeys for skills and items on a special panel.
Implemented game mechanics for 60+ skills and 150+ passive nodes. Class-related game mechanics.
Art style
The game will mainly happen in tropical and desert-like areas. That's why we chose warm colors for our art style. We want to create a magical and mysterious feeling with bright and colorful pictures.
Bow combat
Bow combat versus mobs. The video demonstrates procedural animation for bow, animation blending, projectiles, latency compensation, and damage synchronization
Server architecture
Our server architecture was designed to support horizontal scalability, multiple independent nodes, and load distribution.
Development scene
Here we test various interactable objects with shared states, such as doors, switches, NPCs, chests and barrels, bushes, mining deposits, traps, etc.
Current state on in-game levels
We have approximately 25 levels ready, with most of them currently in the micro detail polishing stage
Mage combat
The video demonstrates VFX and combat visuals for mage character
Mobs
Around 100 creatures were created for this game. Mob's visual style follows fantasy and fairytale narrative. Here in the video mobs were inspired by werewolves, orcs and kobolds.
Questions?
For any questions or any collaboration ideas, contact dev@ehizia.com