Hi guys, Uncuepa here. I've taken a little break from mapping, but I've got a new project. Let me start by saying this is ambitious. This is going to be a long process and I am simply begging for help. I am a long time gamer. The games that are notorious for consuming time are MMOs. MMOs have been around since the early days of the internet. Many of you may have played WoW, which is the most famous and reigning king of MMOs, but it's not perfect. Many have tried, but due to time constraints or trying to be too similar, they fail. Rift was one MMO that many considered to be THE WoW killer. Rift started strong, it had the familiar mechanics, and interesting world, fun mini-events 24/7, but it lacked things. End game content was almost non-existent. The lore was boring. The menus were counter-intuitive. Eventually its subscribers dwindled and it went free to play. And doing so, damaged the community. Here's the whole point of the post. MMOs have a huge market. All MMOs try to do WoW better, but fail. But Project 19 has the answer. Project 19 is the end all of MMORPG’s. The game features two empires expanding their land on a new continent. The game is driven by the players, both economy wise and content wise, in that world expansion is dependent on the players. If players are in a PvE zone, and do exceptionally well, next update the zone may become more controlled by their faction, and a new zone allowing for a fresh experience to open up. If two zones that border each other are owned by different factions, then those zones may become PvP, and similar to PvE zones, when a faction does exceptionally well, they claim control of it. But the game is not dependant entirely on combat, as plenty of peaceful leveling tasks to do with gathering and crafting open new experiences to more casual or pacifist players. The end result should be an MMO with freedom, epicness, and a fresh experience. I want to create this game as a fan of MMOs. After playing many MMORPG’s, I feel like I have a good idea of what makes a good MMO. I want to create the best player experience, and doing so set a higher standard for other games in the genre. The game takes place on Novolerra as part of new imperial expansion. The land stretches from the tropics in the south to the frozen north, which means it is a large piece of land to control. This could be a great asset to the empires, and allows for new and exotic materials for the already established civilisations. The player controls their adventurer. The details as to the classes and species are to be decided. The combat and mechanics of the players will mimic those of MMO’s before, in which you have a variety of spells and abilities to cast, along with a variety of crafting and gathering mechanics. Project 19 is everything an MMORPG should be. Want to control your own farm? You can. Want to explore unexplored mountains? You can. Want to hunt down the biggest beast in the forest? You can. It takes the novelties and premises of other MMOs and expands them, because in Project 19 a forest isn’t some 5km2 stretch of recoloured trees, it’s a 30km2 of foliage with wolf dens, poisenous mushrooms and reflecting pools to be conquered. This game is all about choice. You can be a soldier or a pacifist. You can be a discoverer or a crafter. It all comes down to what you want to do. Years of gaming and forum crawling has made one thing certain to me, but you don’t dig that deep to see what players want. Choice. MMO players for years have wanted the perfect social game, where you can own your own house, affect the content produced and still have an easy to understand video game. Many games have promised change in the system, but with small, grindy, fetch quest zones and cookie cutter updates, they soon fall apart. Project 19 does not limit itself to map size, future content or player choice. The idea that one could level a character by cutting down various trees and mining solid stone to help build an NPC fortress is one that should excite any veteran WoW player. Most MMO’s have two ways to level. Either zone to zone questing, or repetitive dungeoneering. What if you had multiple routes of leveling and exciting new dungeons along with various other missions such as helping refugees establish a camp on a shore, and building a ship to sail to an unexplored island. These are all long requested MMO features that are going to be implemented into Project 19. This may seem like I am talking out of my arse. Where is the evidence of production? That is the point of this post. The Project 19 team is currently comprised of a couple artists, a world/level designer, a few budding programmers and I. Us programmers are only just starting to learn C++. Other than a programming friend from Sydney that is helping us learn, we have no real programmers yet. And at the same time, we have no digital artists yet, our art team is focused on concept art. We need people. I am asking that if anyone has coding experience or 3D art abilities, please add me on Steam. Here is our current 6 month plan. Concept Art Completed Working Offline Prototype Early World Design Complete Lore Established Character System Implemented Fundraising Scheme Planned At this time, our funding is all out of pocket. All funding comes from the team. We are looking at two engines that offer team licences, and both use C++. Again, if you have anything to offer to this project, add me on Steam. Thank you, and good day.