Vision
Heavy mist binds together elements of few old-school role
playing games from the ‘90s and early ‘00s. In some
modern games, after your character advances to next level player actually have
nothing to do. In heavy mist a lot of emphasis is placed mainly on character development. An opportunity of
choosing different professions during character progression allows the player
to experience the game in his/her own way. Strategic combat system and self adjusting level of enemies in
accordance to
players level, provide a constant challenge, thaks to this gamer does not fell
like beeing lead
by the hand like some new games. An important role in the game fulfills also exploration of the world which is randomly generated and expands whenever
you start new game, thus providing a sensation of starting journey into unknown.
Heavy mist is
isometric-like 3D game, where you can zoom in and out the camera and rotate it
around character but it’s locked at a 45 degree angle to even further bring out
the mood of classic PC games. Thanks to the fact that it is a browser game you
can resume it anywhere you like. To play you only need a middle class PC that
is connected to the internet (soon game will be released to mobile devices).
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Plot
concept
·
In heavy mist you take the role of a warrior who
was shamefully assassinated, but could not acces the nether world
due to fact that he did not die on the battlefield, only when your reedem your shamefully death by
the Gods will grant you the afterlife you deserve. (mythology of heavy
mist resembles this from Vikings beliefs).
·
In order to redeem, you have
been send to parallel world/purgatory which is shrouded with eponymous “heavy
mist”, where beside others redeemers, you encounter many strong enemies and
many challenges. Discover what secrets heavy mist
is hiding and attract Gods attention.
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·
Strategic action
combat resembling that one from the classic rpg pc games. Your team can consists up to three members, at
anytime you are able to pause with space button and give commands to each
character in your team or you can just play only one character then rest of the
team is controled by an artificial intelligence
·
Each character can
choose among six various
professions (more in future) and after earning required level there is a
possibility of linking
professions, for example you can merge mage and warrior, and then when
character reaches even higher level you can choose a prestige class in this
case battle-mage which extends two basic professions
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·
About 60 (for now)
characters feats to choose from
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·
Self-generating world – areas connected with the main theme plot
and some special areas stay the same, while all side branches/paths,
dungeons, caves are generated randomly, thereby increasing the games re-playability
·
Building creator – using an in-game editor you can create your own buildings, where you can rest, hold items etc. There are
plans to give the player a possibility of build also fortifications as
well as your own cities
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·
To make game more challenging, when you come back to previously
visited areas (like dungeons or caves) there is a chance to respawn even stronger enemies than before (with unique
abilities). Stronger enemies give a lot more of experience
·
Bestiary of heavy
mist contains both: classic fantasy creatures such as: griffin, wyvern, dragons and the new ones not found anywhere else such
as: teltok (small bipedal boar) or batquito (hybrid of bat, mosquito and
octopus)
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·
Bleached tone colors, makes that game have dark atmosphere and sense that anywhere can be something unpredictable
·
Available for any modern browsers (chrome highly recommended)
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Practically
the whole game (excluding some public domain textures and music) was done by one
person. Development of this game isn’t a
side project and it does not take only spare time at the weekends, but is a full-time job, which takes about ten hours or
even more. Works
on heavy mist has been going on for almost two years. In this moment demo of the game is tested, which soon will be
available, and in case this campaign succeeds, releasing date of heavy mist in 1.0 version is predicted to first half of
2017.
Heavy mist is created in webGL, which is relatively new technology (in other worlds it
is a 3D on the browser). So far webGL games are mostly small projects or
demonstrations of the possibilities. Heavy mist is an attempt to prove, that
browsers can handle bigger titles and no longer be identified as platforms of games for kiiling
the pass time.
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What is already done:
·
Game logic – all aspects related
to character control, game mechanic, combat system, trading, quests system
·
Basic artificial intelligence – algorithms of
way-finding and decision algorithms for npc’s
·
Loot randomize system in containers and
merchants ware
·
Graphic users interface (still demands more fixes and
improvements)
·
6 different professions (and much more in
preparation)
·
Object on screen display optimization
(rTree and spatialHashing
algorithms)
·
Memory optimization related to game files loading
·
Game options – possibility of fitting game
quality to your hardware: size of textures, shadows quality, display effects like “bloom” etc.
·
Animations of characters and monsters
·
Static geometries
·
Spells and effects
·
Selected music to games mood
·
Separate program responsible for buildings
creation - for now not included in demo of the game
·
Initial works on world generating algorithms
·
Initial
works on multiplayer
The most important things to be done:
· Expansion of storyline
·
Test and getting rid of the bugs
·
Sounds Effects
·
“Quantity
approach” to everything: more enemies,
more professions, quests, items etc.
·
AI scripts – e.g. mercenary mage stay behind casting
spells from distance etc.
·
Improve graphic quality
·
World generating algorithms
·
Multiplayer
Side things to do:
·
Day/Night Cycle
·
Pixel/Toon effect option
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Regardless
of whether this campaign succeedes or not, work on the game will continue, but in case of failure, they
will unfortunately have to go to the second plan. I decided to crowdfund mainly
because of beeing able to devote all of my time to
creating this game. Part of the money from the campaign will also be spent on
decent server and employment of professional 2D graphic (to improve textures and gui elements) and English translator.