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WARNING: micro-budget Indie MMORPG with ancient graphics
YouTube videos, roughly 5 minutes each. Full presentation is around 40 minutes.
What makes Wizards and Champions different?
Micro budget - Development cost less than $5,000 (not counting server hardware)
FPS Combat - First person shooter combat for both ranged and melee. No tab-targeting. Not auto-aim like used in some action combat games. True server-side hit detection. Full physics on projectiles. Cone of effect for weapon swings.
Cheats avoided - With server-side hit detection it is not possible for a hack to modify the client to cheat hits.
UDP communications - UDP packets are used for simulation. This type of packet is not affected by lag spikes or buffers. Data that arrives late is discarded. Only current data is ever used. This makes movement and combat react quickly and reliably.
Click to Shoot UI - UI is full first person with overlayed controls. The TAB button switches modes (mouse look, mouse cursor). In mouse look mode, combat is both click to swing and click to cast spells (left and right mouse buttons).
No XP - No kill XP, no quest XP, no XP at all.
Classless - Fully customizable skill system.
Skill System Progression via Training - Using a skill does not raise the skill level. No need to macro. Skills raise by paying a trainer. Progression is driven by wealth.
Skill levels are capped - With limits on skill training, no character can reach max level on all skills.
Training skills raises character level - Training skills also raises character level.
Progression is driven by wealth - With the progression system based on wealth, any method of achieving wealth can be used to raise a character to max level. It is easily possible to hit max level by crafting and selling the crafted items.
Gearing equipment is gated by skill - The use of equipment like armor and weapons is governed by the skill level, not the character level. Even a mid-level character can use best weapons in game if their skill is high enough to do so.
Spells are gated based on skill - Learning spells is governed by skill level. Training up a skill unlocks new spells. The more training, the better and more powerful spells, regardless of character level.
Character builds - A character's build is their collection of skills. There are no racial or birth sign restrictions on what skills can be learned by any character. This provides freedom to build a character as desired, not based on what the developer wants you to do.
Birth Sign system - On character creation, player selects a birth sign for the character. The birth sign determines state progression as the character levels up. Some birth signs make great tanks, others make great healers, and so on. Birth signs are not restricted by race or builds.
Racial system - Selection of a race not only changes the characters look on screen, but it also affects stat progression (along with birth sign) as the character gains levels. Some players chose to specialize by matching race and birth sign, while others do a mix and match looking for greater performance without specialization. As with birth signs, there are no restrictions on race selection.
Advancement system - In addition to stat gains based on race and birth sign, there is an advancement system that allows players to customize the character stats by adding advancements. Advancement system can be reset at any time allowing recustomization as needed.
Mixed Level Grouping - The design of WAC is to promote mixed level grouping as a way to avoid the forced content gating common to other games. A low level can group with high levels and receives an equal share of XP and loot making it easy for high levels to assist a low level in progression.
Possibly worth watching for people with interest in alternative MMORPG designs, or those contemplating a solo or small team micro-budget MMORPG.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.