Project Peril, a multiplayer action rpg

Published June 27, 2017
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Inspired by the likes of Diablo and Path of Exile, I set out to create my own Action RPG in October of 2016.  I've dubbed it Project Peril in memory of a cousin who, about 16 years ago, introduced me to Diablo 2.  I'm still fleshing out the details of Project Peril's theme, so all I have to say about it right now is that it is set in a post-modern science fiction sort of universe.  There will be crazy abilities and powerful items with randomly (weighted) generated affixes, dozens of monsters, lots of loot, and a vibrant player-managed economy with authoritative servers to prevent modding and/or cheating.

Much of the core of Project Peril has been programmed, this includes a login server,  server-hosted lobbies and games, monsters, in-house pathfinding & physics, item generation, inventories & equipment, hero stats, abilities, and procedural dungeon generation.  Maybe some other things I can't think of off the top of my head right now.  While these systems are all in a fairly usable and optimized state, there is still much to go.

There has been little to no progress on the side of art, sound, and story.  My plan is to create a respectable presentation of Project Peril's performance, progress, and features, and hope that it is good enough for creative folks to want to work on it with me.

If you want to track Project Peril's progress I post a weekly blog at my website http://aggressivegaming.com and casually post videos to https://vid.me/crayz.  I set up a FB page just today http://facebook.com/aggressivegamingcom and I will now try to keep this blog up to date as well.

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