I am still developing this game,
and in no way is it near completion,
nothing is final, everything you see is
subject to change.
If you like what you see,
please follow the project on twitter!
https://twitter.com/procedra
Since people on other forums have
asked this a lot, I don’t use any external libraries.
No LWJGL, no LibGDX, no Kryonet etc.
At the start of your journey, you are required to pick your starting weapon
before you embark on your adventure.
You may choose from a: sword, bow, or fireball staff.
There are no classes in Procedra, so any player can hold any weapon.
Although there are no classes, there is a “favored stat” system.
The favored stat system allows you to favor 1 stat over all others,
which means that stat will level higher than the other stats.
This provides some sort of “archetypes” so that you can still build strongly.
With Procedra being classless, this means people will be able to build mage tanks,
or mage archers, or archer tanks, etc etc, you get the idea!
Some swords and bows will cast spells on top of their “normal” attack,
and the damage of the spells the weapons cast is dependent on your intelligence
level which can allow you to build some pretty cool builds.
The game will also have perma death, which means if you die, the character you’re
playing on is no more! So be careful not to die, or you risk losing all of your gear!
I will be adding a save feature for times you have awesome gear but may not be able
to continue playing, so that you won’t lose it if you don’t die!
Procedra takes a hard focus on procedurally generated worlds
to ensure each time you play it’s never the same, and is always a unique experience.
Each world that is generated has it’s own little dips, hills, coves,
and if you get lucky enough,
randomly placed chests and randomly placed dungeon portals.
You’re always likely to get atleast one chest and
dungeon portal in any world though.
There are (and will be many many more) different level types
to adventure in!
Each level type will have it’s own type of unique terrain and features!
No level type is the same, each have their own chests, item drops, and monsters!
Although there are none currently, each level will have multiple different huge bosses,
all with different rare item drops. There will never be more than one boss that spawns per level,
but you have the chance of getting a different boss of that level type each time.
There will be multiple level types for each “level set”. I haven’t fully decided on what the
players levels will be before generating a new set of level types.
To elaborate, lets say “5” for right now, every 5 player levels, a new set of 3-5 different
level types will be unlocked that will start generating.
Again, these levels will be all procedurally generated to make each even more unique!
Not only are the different level types procedurally generated,
so are the dungeons! There will be multiple different types of dungeons,
and they all will have their own obstacles to get by, all while fighting
the powerful monsters in them.
Dungeons spawn more chests, and you are more likely to get a rare item from a chest
or from a monster if you are in a dungeon.
Unline the “normal” level types, dungeons will have MULTIPLE bosses in the SAME DUNGEON.
Dungeons will contain the most loot, but also the most monsters so you must be careful in them
and not get to comfortable or you risk death!
There are and will be many many many more epic items in Procedra.
I will be making weapons a top priority, and producing thousands of different
types of weapons that will do all sorts of crazy things!
I really want to make sure players can build as unique as possible builds,
and get a bunch of crazy cool weapons that can fit their play style.
I also will be making a bunch of different items that will assist you on
your adventure! Such as “time potions” that will allow you to go back in time
and re enter a level type that you are no longer allowed to enter because of
your player level.
There is just something so much more magical about being able to play a game
with all your friends, and I really wanted to be able to capture that with Procedra.
So… I did, Procedra is already fully networked in the current state its in!
When coding the game I coded multiplayer from the very start, so it wouldn’t be a huge
hassle to go back and add multiplayer and waste a bunch of time the risk of breaking things.
So instead of just rolling solo’, you can team up with your buddies!
I haven’t decided on the connection limit yet, it will either be 4 or 5 players max.
Current Gameplay Trailer:
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