Firmament is scheduled for a full release on August 8th, 2018 (8/8/18)! I plan to do bug fixes, optimizations, and add more maps to the game up until that time. If you want to give feedback, join the Neverworks Games Discord Server and give us some feedback in the #firmament-wars channel!
Also, if anyone would like to help improve the translations, I am accepting help! I’d be happy to accept help from anyone that is an expert in the languages shown above.
As a small indie development company, Neverworks Games is always looking for ways to keep development costs low. There is a constant need to come up with icons, but I don’t want to use common libraries like Font Awesome too much. I don’t want my games to look like a web page! But I did find an awesome website called Icons8 that has a plethora of free icons. I used them quite a bit in the development of Firmament Wars for its in-game iconography and for its Steam achievements.
Where needed I also made minor adjustments to some of the icons such as changing the color to grayscale or rotating their hue, but most of them were used as-is!
The development of Nevergrind Online, the co-operative multiplayer sequel to Nevergrind, is still in its infancy, but I thought I’d share this list of class skills that I drew up. The list of spells and skills is much simpler compared to the original. In one sense the design of Nevergrind Online is a more simple, but it’s also more complex in the sense that the game itself will be multiplayer co-op over a network.
Nevergrind Online Character Creation
Like the original, there are 12 races and 14 classes, each with their own strengths and weaknesses. This time around classes are divided into five roles: tanks, physical DPS, magical DPS, healers, and utility roles. Each party will allow for six players, similar to classic EverQuest, the game that originally inspired Nevergrind in the first place. I gave each class a maximum of eight skills or spells. Some classes, warriors, rogues, and monks, only have four skills because they don’t have any magic skills. But I think this could be a good design decision for players that prefer a simple, but effective, style of gameplay.
I quickly threw together the list below in a cheesy text file, but I think it’s easy enough to figure out what I have in mind. The skills show what level the skill is unlocked, the name of the skill, and perhaps some additional detail about the skill, such as the spell school or the effect. Leave a comment below or provide feedback if you have any cool ideas! It’s still very early in development, so all of this is subject to change.
16 Demoralize AE taunt (debuff str AE)
1 Lay Hands
9 Healing I alt
15 Blessed Hammer I conj
22 Smite I evo
30 Resolution I alt
39 Holy Might alt
1 Harm Touch
9 Life Tap evo
15 Engulfing Darkness I conj
22 Blood Boil conj
30 Invoke Fear alt
39 Wave of Horror alt (debuff AC AE)
1 Trueshot Strike (cannot parry, riposte)
9 Ignite I evo
15 Faerie Flame conj
22 Careless Lightning evo
30 Healing alt
39 Feet Like Cat alt
1 Roundhouse Kick (cannot parry, riposte)
8 Feign Death
1 Backstab (cannot parry, riposte)
4 Evade (adds threat to a tank)
8 Widow Strike
16 Flash Powder
1 Healing alt
4 Starfire evo
8 Skin Like Wood alt (hp regen, AC, HP)
12 Drifting Death conj
16 Tornado evo
20 Endure Lightning alt
25 Lightning Blast evo
30 Chloroplast alt (hp regen)
1 Holy Might I evo
4 Smite I evo
8 Blessed Hammer I conj
12 Healing I alt
16 Resolution I alt (same line with SLW)
20 Symbol of Yentus alt (own HP buff line)
25 Endure Bleed alt
30 Armor of Faith I alt
1 Healing alt
4 Frost Rift evo
8 Plague conj
12 Drowsy alt (slow attack speed)
16 Spirit of the Bear alt (str and sta)
20 Cannibalize alt
25 Endure Cold alt
30 Talisman of Trogmaar alt (own HP buff line)
(30-second buffs, 2 second cast time)
1 Chant of Battle alt (+atk +dex)
4 Hymn of Restoration alt (+hp regen)
8 Boastful Bellow evo (DD)
12 Consonant Chain alt (slow target)
16 Lucid Lullaby conj (mes target)
20 Elemental Rhythms alt (+all resists)
25 Chorus of Clarity alt (+mp regen)
30 Siren’s Song conj (charm)
1 Discordant Mind evo (magic DD)
4 Color Shift alt (stun)
8 Alacrity alt (atk speed)
12 Dazzle alt single target mes
16 Gasping Embrace conj magic DOT
20 Clarity alt (+mp regen)
25 Cajoling Whispers conj (charm)
30 Mystic Rune alt (non-combat hp shield)
1 Engulfing Darkness I conj
4 Invoke Death conj
8 Venom Bolt evo (dd)
12 Blood Boil conj
16 Invoke Fear alt
20 Life Tap evo
25 Endure Poison alt
30 Devouring Plague conj (heals self and DoT)
1 Lava Bolt evo dd
4 Summon Elemental conj 4 types
fire: +melee damage
cold: cold DD, slow target
earth: boost hp regen
8 Frozen Orb evo
12 Elemental Fury conj (pet ability)
16 Psionic Storm evo
20 Malaise alt (-lower all resists)
25 Endure Fire alt
30 Stasis Field conj cannot attack or be attacked
1 Ice Bolt evo
4 Arcane Missiles conj (channeled)
8 Mana Shield alt (damage reduced and subtracts from mp)
12 Fireball evo
16 Vizier’s Shielding alt (+mp regen, +all resists self)
20 Lightning Strike evo
25 Glacial Spike evo DD + freezes target
30 Mirror Images conj (5*3% damage and absorbs hits)
Here’s a video explaining how to export videos with transparency in Sony Vegas Pro 15. You’ll need to use WinFF to convert them into webm format, which will work great as a stinger transition in OBS. WinFF is a free download.
Nevergrind 2 will be a multiplayer real-time RPG powered by the same proven technology that powered the multiplayer engine in Firmament Wars.
The game design document is still being developed, but party size will probably be four.
Nevergrind 2 will be slower paced and easier to play compared to the original. Why, you may ask? The original game only had to update the client’s state. A game designed for a client-server relationship has to be more cautious about how much data is sent over the wire. Nevertheless, I believe the slower gameplay speed will actually be a good thing.
I am not sure how I will get art developed for this game. I just know that I want to make it. I’ll probably use art assets from part 1 as placeholders until I figure that out later.
The game will be free along with some optional monetization that will not affect enjoyment of the game.
The game will allow the use of single sign-on via Google, Kongregate, and perhaps others, making it easier to get friends to join.
At this time I am planning eight classes.
The game will feature real-time chat, friends lists, whispering, and so on.
The game will be heavily focused on cooperative team-based combat and finding rare items.
Development will be focused on supporting desktop and laptop browsers. Mobile support may be developed later if it is popular, and I will do my best to keep considerations for mobile in mind.
UPDATE: It has only been a few months, but here are some screenshots of its progress so far: