New week, new dev blog. Episode 2: Why would we try to make an MMO?
fantasticpixelcastle.com/new-detail/?...
@ghostcrawler.bsky.social
Greg Street, CEO of Fantastic Pixel Castle. We are fully funded and remote and making an MMO. Previously: League of Legends, World of Warcraft, Age of Empires. I only work on games with "of" in the middle.
New week, new dev blog. Episode 2: Why would we try to make an MMO?
fantasticpixelcastle.com/new-detail/?...
I look forward to changing the name of every body of water and military base every 4-8 years. That wonโt get old at all.
11.06.2025 01:14 โ ๐ 29 ๐ 1 ๐ฌ 3 ๐ 0I like to write a lot about our game and the industry in general, so our studio is kicking off a weekly dev blog! I won't write them all but I'll probably write a lot.
fantasticpixelcastle.com/new-detail/?...
I butcher those little ones by the dozen because they have a rare resource drop.
I'm kidding. They aren't in the game just yet.
There's a budget for how many new creature models, even critters, you can get in an expansion. This one already had a lot. (Budget in terms of hours of dev time, not cost.)
21.04.2025 22:41 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0The owlbeast is intended to be terrifying. Itโs one of the top dangers of the Wychwood, a jabberwock type creature
05.04.2025 14:30 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Nothing against actual ren fairs. I find the music of ours in Texas to have more varied music than most fantasy games.
05.04.2025 13:57 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0We have talked a lot about it! I find a lot of fantasy games use generic ren faire music and swelling strings for EVERYTHING. There is so much more out there. I loved at Riot how we could work in an electric guitar for SOME pieces and it worked.
05.04.2025 13:55 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0We are really going to do this Friday! Join in or watch later!
02.04.2025 19:41 โ ๐ 33 ๐ 0 ๐ฌ 3 ๐ 0A dev stream announcement for Fantastic Pixel Castle, the studio developing the MMO codenamed Ghost. It says: "FPC Dev Stream: The Wychwood Blue Zone Showcase. Join us for a look into our Wychwood Blue Zone progress and a Dev Q&A! April 4th, 11:00 AM PT - 12:00 PM PT, twitch.tv/fantasticpixelcastle, youtube.com/@FantasticPixelCastle. (See, we weren't kidding.)" Below the text is a misty screenshot of the game, showing craggy rock faces, twisting trees, waterfalls, and a wooden tower.
dev_stream_announcement_final_FINAL_actually.png
Come join us on Friday 4/4 at 11:00 AM PT to take a look at the progress we've made on the Wychwood! We'll be live on our Twitch and YouTube channels - you know where to find the links.
Oh 100%
02.04.2025 16:45 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0๐
01.04.2025 19:06 โ ๐ 12 ๐ 0 ๐ฌ 1 ๐ 0Probably but you would still want a healer in that case
28.03.2025 23:20 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Right now we are thinking all combat classes with professions as something you add on top of that (like many MMOs do)
28.03.2025 23:20 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Unlike George we are making really fast progress! We just started sharing earlier than most games would do.
28.03.2025 23:19 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0We have a melee class in our game now. Itโs not shippable of course but directionally itโs ours and not stand in. Starting a healer next. Then just 20 or so to go! :)
23.03.2025 18:59 โ ๐ 65 ๐ 2 ๐ฌ 8 ๐ 0Yes and part of my job was to design the campaigns. I wrote all of the narrative and most of the maps. For the Aztecs, I wanted an alt history where they defended Tenochtitlan.
23.03.2025 18:57 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0"So says Cuauhtemoc, jaguar warrior of
Tenochtitlan"
I wrote that!
Brian Holinka is in charge of combat, but I'm not sure if he has an account here
14.03.2025 22:56 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0We started with it, but will end up having to a bunch of our own work, because Unreal is currently more designed for FPS than for client server RPGs.
13.03.2025 21:29 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0A lot of game designers have experienced the situation where someone plays something and says "I don't know it just wasn't fun" which may be true but doesn't provide them much to go on for how to fix it. So we try to ask more specific questions. Did you understand it? Did you find it worth the cost?
13.03.2025 21:28 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0It is both. I have always believed you have to playtest and take the feedback seriously but you have to weigh the feedback through your experience and intuition as a developer. A playtester may said "I didn't feel the weight of my hits" and that could be because the enemies don't react at all.
13.03.2025 17:13 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Yeah designers don't use the word "fun" much because it's not very specific. "Satisfying" is the closest word, but that implies a bunch of different things: affordance, skill mastery, expression, responsiveness, immersion, wow factor.
13.03.2025 17:08 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Many people on your team canโt squint. But if you are in charge of combat (or any other early feature like this) you best be able to. /thread
13.03.2025 15:38 โ ๐ 14 ๐ 0 ๐ฌ 3 ๐ 0So how are we supposed to judge squintable combat that needs more polish without assuming the polish will fix it? Well that dear reader is why the job is hard. 7/
13.03.2025 15:37 โ ๐ 10 ๐ 0 ๐ฌ 2 ๐ 0We read all the time about failed projects that assume โthe old X studio magicโ will eventually appear and the game will become fun overnight. 6/
13.03.2025 15:36 โ ๐ 10 ๐ 0 ๐ฌ 1 ๐ 0But the opposite part of that is you canโt just trust blind faith that everything will be good once all the vfx and everything is in place. 5/
13.03.2025 15:35 โ ๐ 8 ๐ 0 ๐ฌ 1 ๐ 0โIs it going to say WIP in big letters in the final game?โ 4/
13.03.2025 15:34 โ ๐ 10 ๐ 0 ๐ฌ 1 ๐ 0But there are two somewhat contradictory lessons I want to share here. First, everyone talks about being able to squint at early content. In my experience, most people are awful at squinting. 3/
13.03.2025 15:34 โ ๐ 10 ๐ 0 ๐ฌ 1 ๐ 0