Amazing screenshots here
The game will employ many sandbox elements. Intention is to push limits of what the players have been experiencing in this type of the game in the past.
The game will also contain a number of mini-games, that will be available for play both in-game, and on alternative mediums, such as Web, Smart Phones, and Tablets.
- fully customizable characters (animation, morphing, shading and texturing)
- customizable abilities (create and share your own abilities)
- true crafting system (recipes are not hard-coded in the engine, they're shareable)
- customizable world (including morphing and texturing)
- competitive pvp, and world pvp
- mini-games, that offer alternative gameplay with leveling rewards (for example racing, chess, texas-holdem, with weekly tournamens and in-game rewards)
- no server downtime
- dynamic screen-lag management
- dynamic network lag management
Allegra will have 10 races for players to choose from, each with male and female gender. Gender differences will be just visual, no effect on the stats. Within each race, players will have ability to tweak and customize character shape and color.
Although certain starting stats will vary depending on the race, all sides will have equal distribution of possibilities. During character creation, players will chose the side, race, class, and then customize appearance of the character. Customization will be based on real time morphing, rather than picking a preset from selection. You will shape the body of your character, paint the skin, shape the hair and paint the hair. Or, just pick from one of the presets.
Depending on the race you selected, some of the slider bars will have limited range, to ensure your character stays within its genetic look. For example, tall races will not be able to be too short. Skin and hair color will also have allowed ranges depending on the race.
To allow for further customization during character creation, alternative character creation tool will be provided. In this version player has complete freedom of morphs/colors, and at the end they are advised which (if any) races are possible, depending on what ranges your creation conforms to.
If none are possible, player will be allowed to enter the world and play as an 'outsider', neutral side. Later in game, outsiders must choose one of the mainstream sides to ally with. As certain characteristics of 'outsiders' become popular, we will start identifying these as separate - new - races. This mechanism allows players to 'vote' towards establishment of a new race.
Class roles will be important in Allegra, within the 4 archetypes - tanks, healers, dps, and support.
8 main classes will fill those roles. From there, depending on the way your character masters the secrets of the world of Allegra, you will have ability to further change your character into any of the other 3 directions.
We are developing real action-based combat system, where aiming is not a mere 'lock on target'. It will be possible to miss your target, and your enemy will have the chance to avoid your incoming attack, by moving out of the way. Naturally, you can swing your weapon or shoot your arrow into ground or a tree, no automatic-target locking will be possible.
Your aiming skills will affect not just the chance to hit or miss your target, it will also affect damage bonuses, depending on where you hit the target. Your character stats will further affect your chances of such additional damage.
For example, a head-shot will have very high chance to do critical damage and cripple your foe.
Sneaking up on someone and firing from a great distance, to miss, will already alert the enemy by hitting the nearby wall or a tree, or the sound of the arrow flying.
Allegra is set in a massive open world. Every single landscape you can see is there for you to reach and explore. Our Massive Server will be providing all players access to one such world -- without the need to subdivide players per "server" or "realm". There is no player limit.
To manage overcrowding, areas may be split into channels, and players will have some ability to switch channels, in order to join players they intended to play with. In most cases, our Massive Server will manage this without the need of players to manually switch channels. For example, players in your party will stay in the same channel. Players from your guild, will stay in the same channel.
As players progress in the game, they will gain ability to purchase land. Player will be able to customize this area themselves, modify terrain, rearrange objects (trees, rocks, rivers, bridges, etc), and even design their own architecture.
Upon this new land NPCs will adapt to the new landscape and continue their usual life.
In Allegra, every player will have ability to leave their own mark on the game landscape and gameplay.
Players, as they progress with the traditional aspects of the game-play, will start gaining access to customize and create their own real-estate, in a persistent world. They will gain access to place NPCs, modify terrain, place props, create quest chains.
They will be able to design house layouts and build these props. Advanced gameplay will include scripting (via LUA), 3D and 2D art creation and upload (via similar-to-sandbox tools), Advanced GUI/HUD customization will be available via actionscript and scaleform.
Sharing these areas of gameplay via social media will open doors to new players.
Player created content will be community self administered via voting and ratings. We'll provide these systems.