GAME INFO HERE
Epic will be one of the first home brew applications for the PlayStation Portable gaming system that takes advantage of full 3d, in a tru-render environment, as well as PSP's online Wi-Fi capabilities.
The game revolves around a timeworn concept reborn. The concept of owning a creature, and watching it change and grow. However to instill a new sense of life into this dead horse, the game has many new features unseen in many other 'pet' games.
In Epic you are yourself, you do not control a character in the third person but rather yourself in the first person, everything you do is through your own eyes. So to speak. This game takes place in the real world, not the game itself using a clone of the real world, but however the world that you sit in reading these words. Your pet is your own real pet, that inhabits life inside of a virtual world. You can move around this massive world with your pet and interact with other people in real life, or within the VR environment with your PSP gaming system.
You start with an egg of a particular element, as you play the game in the real world and out, your creature will grow and change, this game will feature millions of items, and thousands of creature forms. From one egg you branch to a basic elemental creature, and what you do with the said creature forces it to gain experience points in general. But specialized poitns are gained depending on your creatures affinity for a certain element, and your usage of it. If I where, for example, to use a fire creature but start being dark as well I could level up along the lines of a "hell fire" creature, dark flame energy. You can choose as many elements to make your creature use as you'd like using all of them will create a balanced creature in all areas, whereas conversely using just one will create a creature with pure strength in one field. But specializing in one energy would yield a creature that is stronger in that one than the creature who went into all fields.
But from its first form your creature will change and become something new, it would be very hard to get the same result twice with a creature growing upon replay.
From the items you creature can equip, bearing in mind that a level 0 blob without arms or legs would not be readily available to equip a shirt or pants, however other items may be able to. Depending on how you evolve you change what you can use. Items, armors, weapons, and consumables all will be shown on your character in an active render process using meshes, and textures. To save space this game can dynamically create a texture based from an algorithm, because not everyone has a 4gb memory stick DUO.
The elements in this game are
Each has subfields based on combinations and how your creature changes and evolves.
This game also focuses on other players. You can experience, treasure, and rare items from Player Versus Player combat. If you meet another person in the world you can challenge them nobly, if your inclined toward good, or viciously attack that person unannounced gaining first strike but also being quite evil.
Now to say this game is about combat purely would be wrong...this game allows for you to level without ever attacking something once. You can do quests or missions in host towns, such as gathering items, or finding a lost friend. Now also this game allows for players to change their towns, Each player has a host town which changes based on what they do, but there are also "server" towns that are static in the game. Each players host town is their own the NPCS know that player and visitors from other towns including players can come to the town. Now the host town isn't a building simulator it is changed based on what you gather, you could find the blueprint for a library and donate it to the town hall, now if you where to do this you may pursued them to build it. Or lets say the plot of land to the north is invaded by foul monsters you then are left to possibly clear it out and expand the size of the town. Finding items in your journeys whether they be blueprints, a sofa, or a statue all can be given and placed.
Aside from that players also can participate in events in "server" towns, some focus on fighting, but also there could be a fashion show or egg hunt that allows that player to gain experience for their pet. These change your pet as well. A player that evolves based on fighting will evolve to look stronger, whereas a quester may look entirely different. Unless of course your modeling days require you to have those pretty muscles?
But remember this game focuses on you, and your pet, and the real world, those who play entirely in the game world will not progress as those in the real world...
HOW ITS BEING MADE
EPIC is being developed in a C++ environment with a custom 3d engine that utilizes two dimensional and three dimensional models as well as dynamic meshes and primitives that can be transformed and animated on the fly using simple algorithms allowing for almost unlimited item, and character possibilities. The 3d components are initially modeled using free ware programs Wings3d and Blender3d (Is it just me or do you need to add 3d to your name to be cool...maybe I should rename us to Epic3d..I guess then we'd have to be a modeling program).
ABOUT THE CREATORS
The software is now being developed by myself, chris101d, and the fledgling company Ethera Entertainment.
[more information as it is requested or seen fit to add]
Date: March: 25 : 2006 : 12:30pm EST
Redid front pageDate: January: 29 : 2007 : 6:22pm EST
-Announced Epic PC-Updated status on page 41-Updated Picture descriptions-Added a How its done section-Added an About the Creators section-Fixed some outstanding typos
Creature Development ScreenLow Level Fire Pet as rendered in WingsLow level dragon in field of displeasures with blank action barHost Town at moon riseRandom Rose blooms
you wish...just messing, soon If I decide im ready to show something
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