This thread serves as a home for the Realmz VoxelRPG project. I'll be posting content from my old platform and linking to other threads here when certain designs get too large for this thread.
Realmz is a fantasy RPG: The tropes and mainstays of a classic medieval fantasy are all there. Killing goblins, casting spells, saving the peons, you know the drill.
Realmz is a young world: The game takes place a relatively short time after the end of a previous world. The inhabitants of the world are about as aware of the world's birth as we are of the colonization of america, and remember the previous world about as well as we remember the fall of the Roman Empire.
Realmz is self aware: The inhabitants of the world KNOW that the world is new. They are aware the rules of the world are supernatural in nature, and have an uncanny knack for trying (and failing) to subvert classic tropes. The NPCs know that narrative drama influences outcomes. When a character would normally say something like "it's meant to be", you are more likely to get a shrug and a " the gods have a flair for the dramatic".
Realmz is a (faux-m)mo: Every Realmz client "phones home" with a simplified list of events and character advancements that transpired during a play session. This data is aggregated and used to determine the outcome of any event the local player doesn't participate in. Character data is also aggregated, normalized against the community (to prevent outliers) and sent out to other players. The characters are weighted a second time (this time heavily towards the local player) to create an endless stream of uniquely configured NPCs.
Realmz is as free as possible: From the skill system to the cost, Everything about the Realmz is about freedom. Realmz is designed to have 0 operating costs (thanks to a decentralized system for handling the multiplayer data), while allowing development to continue at any pace I can afford.
Realmz is a young world: The game takes place a relatively short time after the end of a previous world. The inhabitants of the world are about as aware of the world's birth as we are of the colonization of america, and remember the previous world about as well as we remember the fall of the Roman Empire.
Realmz is self aware: The inhabitants of the world KNOW that the world is new. They are aware the rules of the world are supernatural in nature, and have an uncanny knack for trying (and failing) to subvert classic tropes. The NPCs know that narrative drama influences outcomes. When a character would normally say something like "it's meant to be", you are more likely to get a shrug and a " the gods have a flair for the dramatic".
Realmz is a (faux-m)mo: Every Realmz client "phones home" with a simplified list of events and character advancements that transpired during a play session. This data is aggregated and used to determine the outcome of any event the local player doesn't participate in. Character data is also aggregated, normalized against the community (to prevent outliers) and sent out to other players. The characters are weighted a second time (this time heavily towards the local player) to create an endless stream of uniquely configured NPCs.
Realmz is as free as possible: From the skill system to the cost, Everything about the Realmz is about freedom. Realmz is designed to have 0 operating costs (thanks to a decentralized system for handling the multiplayer data), while allowing development to continue at any pace I can afford.
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