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Numinis Online
10 mai 2013 - kastan

We are invited to a livestream Q & A Interview hosted by Eteeski on Saturday 11 May 2013 @ 2pm. We would like you to attend! We will also have a very small sample / demo of dragon flight for you to play. The dragon flight demo gets you familiar with how the dragon flight controls operate, and 1 of several attacks that will be implemented at launch. You may watch the livestream here http://www.twitch.tv/eteeski.

If you've missed the Interview, you can see it here: http://youtu.be/alNUt8TFbUw

Thanks all, we'll see you there!

19 avril 2013 - kastan

We have submitted Numinis Online as an Indiegogo project to gain additional support for the game.

Though Numinis was originally slated to be in beta by the end of 2012. We were unable to keep the pace, due to real life scenarios. Fortunately, our families support has been tremendous, and we were able to keep the development alive by meeting up before and after work, and in between daily activities.

We have turned to the popular crowd-funding, because we are nearing completion of the game, and we still have some financial requirements to fulfill. We have been able to scrape up enough “out of pocket” funds to get us this far, but we aren’t there yet. We still need to acquire specific licenses, servers and minor hardware / software components to see this project to completion.

We hope that you become a supporter of Numinis Online.

Numinis Online: Indiegogo

10 janvier 2013 - kastan

Will this game have achievements, if so how many?
Yes, there will be achievements added to the Numinis Online content. So far, we have more than 50 achievements awaiting your retrieval, but we plan to add “many” more before launch. The achievements will vary in tasks and accomplishments and be greatly rewarding. We have set up achievements to fit into the characters battle preparations as you will be able to unlock additional skills, attributes and/or abilities to aid you in combat. These unlocks may be more powerful than the allocated abilities, perhaps giving you a skillful edge in certain situations.

Do I have to be a specific role or class, if so am I locked into those specific rolls or classes?
There is no roll or class specific option to lock you into anything. For instance, you do not choose to be either a traditional tank, or mage, or archer. You will however have the choice to select abilities that pertain to those “types” of rolls or classes. For instance, I would like to snipe someone with a specially made crossbow and have the ability to burn someone with a fireball shortly after. You can! You will! We use the words “role” or “class” in some messages or text for simplicity purposes and to help familiarize fans and new fans alike. You are absolutely not locked into anything.

Will there be dungeons or anything like that?
Yes some scenarios may have hidden passageways or tunnels/dungeons that offer more strategic opportunities depending on the team. We will have full dungeon level scenarios, where darkness may be your best friend, or your worst enemy. Of course, depending on your abilities, you may be able to see in the dark?!

I read that you can save up to 3 load-outs. What is this? Can I use all three in game?
The load-outs are your predefined selection of abilities and attributes. When you modify and save your load-out(s), you may choose which to utilize in combat. While in game, we will offer a couple different ways in which you may change which load out you want to use. As of now, there are up to 3 that you can name and preset, however we may add more.

Is there any 1 shot, 1 kill weapons in the game?
If you are asking if any weapons are able to kill you with one hit, I will most certainly say yes. It’s important to remember that your predetermined ability selections may make the difference in this. But, something similar to a catapult barrage landing on your head… It’s safe to say you’re probably not going to make it. That’s just one example of many situations.

Thanks for reading!

The Devs
Numinis Online

7 janvier 2013 - kastan

We have compiled (some not-so-frequent) questions from the community on several sites and consolidated them here.

Can anyone get a dragon?

Dragons are unique and relevant to the storyline. In many situations, a dragon is readily available, and awaiting a daring fighter to hop on its back and command it to destroy. In certain instances, some may call upon a dragon to do your bidding through achievements, or battle commendations.

How will dragon controls work?

Dragons will work (be controlled) similar to that of other games as far as controls are concerned. We wanted the player to really feel the freedom of flight, and enabled a 3rd person view for the occasion. You may still use your basic movement keys (with a couple of additions) to maneuver the mount. Keys in conjunction with the mouse or other freeform movement device will help stabilize the flight. Arrow keys may also work with directional movement. We will try to implement “joystick” controls as well to deliver a more diverse way to fly.

How will you balance the dragon, and keep it from becoming “OP?”

Well there are a few different ways that we have “balanced” the dragon from becoming too powerful. Obviously we want the dragon to be powerful. “After all, it is a dragon!” But to ensure that the dragon is not “aimlessly” destroying the battlefield, there are some measures to consider when taking flight. We will give you a few examples. (1) You are not alone in the air, and it will be just as important to crush your enemy as it is to keep your opponent from wrecking your team from an air assault. (2) Dragons are big, heavy, and ancient, and need to rest from time to time in order to replenish their strength. (3) Beware of the Ballista’s!

You mentioned that you’re an Indie game Company. How large is the team developing this game?

We are undoubtedly an Indie game Company. At the moment, there are a couple of us wearing a plethora of hats.

Why are you not advertising a lot more to get the game noticed?

It’s a tough position financially. Though, it doesn’t cost a ridiculous amount to advertise anymore, it still costs a decent penny. While we are an Indie Company, we are also a very tiny one! So we would like the game to speak for itself, and the community to speak on its behalf. In fact, nearly each member of the community is onboard through word of mouth and sharing at this point (We are extremely grateful). We do have a budget for an advertising injection in the near future.

I noticed that you only have a couple of videos, and not really one of game play, just some concepts of it. Do you plan on making game play videos?

We have given the game play video lots of thought. We are much further along in development since the alpha - trailer, and it wouldn’t be as time consuming to produce a video, but it would be counterproductive at the same time. Though we want to set up a video, we do not want to show the viewers 75%, when we can spend the video production time on continued development and allow the community to play it at 90% - 99%. Our time is usually capped. Between our full time jobs, family, and the rest on development, we feel that the right decision is to continue developing for our fans. We are not saying that this will not change, but this is the outlook thus far.

How will targeting be in this game? Will it be “Tab” targeting, or do you actually have to aim, and shoot with minimal support and maximum skill to aim and hit your target?

Good question! We want to be clear that this is a skill based game. None of that “tab targeting, your projectile will dance around the map and find you behind a rock.” If you’re behind a rock, you are most likely safe from direct effects (Or are you? *Bug fix, you can no longer shoot through rocks!). Let’s take the bow for instance. When you aim and shoot your bow. Your accuracy is totally player driven. You have to take into account the velocity of the arrow. The direction your target is moving and lead him/her accordingly and you have to take into account pure physics. Your arrow will arc! You have to aim higher or lower depending on how far your target is. The plethora of abilities differs greatly, as well as the targeting aspect itself. But at NO point will you be able to “auto lock” your target... fire and forget.

We are extremely grateful for the support and feedback from the community. We do not dismiss feedback. We are eager and excited to receive your questions, comments and suggestions. There are no bad opinions, only bad reactions to opinions. We do however ask that you give constructive feedback when offering it.

*Please visit us on Facebook, and like/share with your friends!

Thank you all kindly!

The Devs
Numinis Online

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