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- Sep 23, 2007
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It's finally announcement day!
The world of Immortal Dawn takes place in the future where our own realm of Earth has merged with its nearest realm, creating an entirely new world within a fantasy setting with heavy spiritual and dramatic themes. We want to create a world in which deep and immersive writing take the player's, or reader's, breath away. In our coming book, Immortal Dawn Origins - The First Rising, a load of backstory in this world will be covered. But for now, let's focus on the map.
Immortal Dawn is an overhead RPG, playable on Battle.net for team play or solo play. With countless quests, events, a dynamic combat system, dungeons, world events and phases, and continuous updates, players will never run out of things to do. One of the most dominant features of Immortal Dawn is its emphasis on high skill-cap gameplay. When a player is skilled enough, they will be able to take on just about any enemy or player, at any level, and stand their ground.
Gameplay Systems
Overall Gameplay Style:Immortal Dawn plays out as an overhead RPG with a dynamic camera which adjusts throughout the flow of gameplay through a very dynamic, smooth algorithm to add a sense of immersion and to provide a crisp and clean combat overview during fast paced encounters. This game is panned out to be extremely fast paced, and with combat systems integrated to exersizing the highest efficiency the Warcraft III engine is able to handle, in order to provide high skill cap, accurate and intuitive combat. Although it's too early to be publicly announcing the details of these systems, I will say this: Movement and combat flows extremely well, while being accurate, fast paced, and above all else- Simple and Intuitive. There will be no struggle or jamming of keys to make happen what you want to make happen within this map's design. The use of sprinting, dashing, making efficient use of your character's energy, and countering are all key.
All playable classes have varying efficiency in Melee and Magic, with Physical Ranged being a secondary trait. (More details on that later)
The most exciting thing about this world is that it's entirely open and event based aswell. Unit lag is non existent because units only exist where players are present, and through a complex and well coded event system, players will run into combat scenarios simply while wandering- These scenarios are created by various partitions filtered by conditions based on the number of players in a group, their levels, their various classes or abilities, quest completion, other events that have taken place or are taking place, and many other factors as well. Whether you're going to be stealth attacked out of nowhere by a group of enemies, run into a monster, walk into a battle already taking place, or find an ally in need- Every experience will be unique in one way or another, so you'd better be on your guard!
*For more on gameplay, stay tuned for footage being released in the near future.*
The World and Characters:
There are three playable races currently, each with their own zone or territory. Within the map, there are 10 total zones, three of which are smaller on scale. But because unit scale is scaled down and player perspective is centered on their character, the map is effectively massive. Even in sprint.
There are a number of non playable factions, both allied and enemies, named characters, and a huge storyline and world plan already worked out. But, once more, there will be no serious spoilers today. You'll be able to deffer from the concept art once it's released.
On the note of characters, also- Named Characters, who are NPC's in the game, will be playable by the player in solo scenario type missions where control is transferred. These are purely skill based events, of course, since stats and items won't be transferred over. But by the end of the scenario, the player is rewarded based on their level and performance. This will give players an opportunity to better explore the backstory of named characters in the world, and test their skill in fun skirmishes.
On that note, this will be one of the first gameplay experiences planned in our beta demo upon release. It will also be featured in our initial gameplay footage releases when we're ready to let those out as well.
Game Content
There is too much to explore to even sum up here. You can expect a number of different types of combat encounters, events, quest events, exploration, dungeons, solo content and group content. And because all game encounters are frequented by event partitions, you'll have an infinite number of experiences. I personally am really looking forward to the Arena because it's going to be incredible, but I shouldn't talk much about that before announcement time either
Soundtracks are being organized via orchestral music software at the moment, and voice acting is on the way, but we obviously can't guarentee that high quality sound will be an efficient use of map space. Upon release, all high quality soundtracks will be made available for download, and an uncompromised version of the map (which crosses over the 128mb limit) will be released for playability on Single Player and LAN.
I will only be uploading a handful of screenshots to this Hive post. Please visit our website for newer media/footage.







Also, here's a little preview of wallpapers for those who want our swag








MORE VIDEOS COMING SOON! CHECK OUT OUR WEBSITE FOR MORE!
That concludes our initial announcement for today! Visit our website at The Immortal Dawn | Official Website
Or follow us on Facebook at Immortal Dawn to keep up with the project!
Let's see how far we can push the limits of Warcraft III!
Or follow us on Facebook at Immortal Dawn to keep up with the project!
Let's see how far we can push the limits of Warcraft III!
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