Just a small remainder to the kissbankers, players or artists who want to participate to this project : If the project doesn’t reach his first objectif (€15000) in the dedicated time, kisskissbankbank will reimburse all your investement. Si the minuimum objectif is reached you’ll win the amount proportional to your participation.
Pentaicosagone is a role playing game in the steampunk genre. It functions on 2 levels – an algorithm that offers a constant evolution of content and an artistic universe (illustrations, music, writing….) created by its own community, players or not.
A lifetime is not enough to cover every corner of the world generated by the game (see "Algorithm"). You will find all kinds of materials, that you can use at your own will (that allows to create objects), you will learn to create your own techniques, you will use your own character’s capacities, worthy of a true role-playing game (climbing, jumping, break down a door, etc..), and finally enjoy sounds and illustrations, designed for the most part, by the gaming community itself...
Have you ever paid attention to the artworks of a game? If so, have you also noticed how they were sometimes evolving and transforming more than the game game itself? Obviously, since an artwork will never suffer the constraints graphics or gameplays do. Finally, have you ever dreamed of seeing your hero highlighted by a picture that is faithful and beautifully designed? ... Rather than a 3D image often too repetitive, with a poor quality and without a soul? You could, if you don’t create your own character, consult those proposed by the community and choose the one that suits you best. Or launch a "call for entries" on the forum for a designer of the community to draw the object you are looking for.
This is what inspired the concept of "artistic self-creation" of Pentaicosagone. Until today the artworks were mostly for advertising, and yet ... Rather than show virtual events more or less good, Pentaicosagone wants to be more or less like a role-playing game on the table, and that, by relying on the freedom of gameplay and the expression of each player.
Emergent gamplay, the recipe
Gameplay is finally released! Certainly, at the expense of entertainment when compared to a rpg action game, but with an exquisite visual quality as it is hand made by different artists! (see "Magic the gathering", the card game).
You can also share as much as you like skins (appearances) between players, objects or characters (see "second life"), without any obligation in what concerns the game code which ... can then "live". This results in the fact that any obligation becomes a true quality if you know the address it. And this is where the strength of this game is! Just think a little bit...: from a practical point of view, the code becomes independent of the constraints usually imposed by the graphics, which, as mentioned previously, free all the possibilities of gameplay... if we add to this the algorithm of this game, we get Gameplay varied opportunities and an endless content.
From an artistic point of view, the game is a real treat for the eyes ... who knows, we may be alble to talk about art in a video game without having to blush. from a community point of view, this game propose a huge amount of creations in game with the help of crafting (see section on algorithm) and will extend the creative imagination of the players to the aesthetic of the game, accessible to all, and without constraints . Note also that it allows players to have a rewarding opportunity to express themselves other than playing. We remember the generation "Warhammer" who painted their faces. Add the opportunity to be seen and commented by the whole community, just like on Youtube, but adapted for illustrations. (See "creative workshop").
You'll learn this morning in the newspaper, the tragic death of a village girl. Then you go into the jungle (designed by you, perhaps?) looking for that person who has been removed. On your way, you stumble upon a temple, Incas type, but very unwelcoming. You decide to stop for a moment. You start by taking a look at your technological map, "steampunk" type. The information you are looking for is: how many players have already entered into the temple, what are the messages left by those, and how many have managed to go through, but ... surprise! there is no evidence that other members of the community had discovered this temple ... even better, knowing the premise of the game, you obviously know that programmers themselves could not know that there was a temple in this place then, much less what it might contain ... so you're alone, your situation is genuine, you go further knowing that every corner of the world, every scenario, every detail, is to be written themselves progressively as you go on ... nothing and nobody knows better than you, at that moment, what you have to do. So what? Will you take the risk of going in? And then, will you make your discovery public by selling its location details to the press? Or you keep this secret to yourself so that you and your guild are the only ones to benefit? Etc..
The developers will never write this little script in advance, and yet it is quite likely that you will live something similar, since each detail is an integral part of the game code.
To give you a picture, it is as if the group "Lemniscate Interactive" created a range of notes and the game became the conductor, offering a music full of bounce ... and endless. This is the same algorithm that makes the characters, cities, dungeons, etc.. you can find hundreds of thousands of others, all different. It is the tireless brain universe Pentaicosagone.
You should also note that, thanks to this system, there is a wide range of "resources", which offers huge possibilities for crafting, creating objects and large-scale trade. They make the crafting (creating objects) really interesting because each newly discovered resource (ore, skins, herbs ...) is composed of a unique material specific to the region where it was discovered, thus there will be tens of millions of resources available for a single world.
The purpose of this diversity is to make object creation of major interest. see for yourself: A simple sword built by an individual blacksmith will be different according to its manufacturer, given the number of existing materials. It remains to discover which is the best or perhaps the one that sells the best ... and that is because each material has its strengths and weaknesses. And the needs of players and NPCs also vary by region. In fact, we know for example, that a certain material will be effective against a type of creatures but ineffective against another. So players choose their materials, and thus their equipment, depending on their environment. In fact in this world, you have a world of 2 billion square km, 4 billion if you count the underground and seabed ... thus allowing "the orchestra of the game" to vary his music.
And this is not all…
Here’s a sum-up of some of the features that will make you breathless.
- fighting: a balance of interest, sharpen your skills by fighting with weapons of poor quality or otherwise increase your chances of winning by using an appropriate weapon. Be careful not to lose an arm ... or a leg! Otherwise, you will find a surgeon!
- skills development: no character levels, just skill levels. the probability of a skill to develop depends on how successful you are in using it and the difficulty incurred.
- The conquests: sharpen your diplomatic skills, recruit your first men in public places: harbors, taverns, etc., then equip them, take over the best cities among the few million that adorn the world and collect the tax.!
- The dungeons: their discovery and their ascent, step by step, their true game spirit thanks to the focus on the skills of all kinds (climbing, jumping down a door, etc..) and places rich in illustrations .
- Surveys: they replace the traditional system of quests of any RPG. Forget the character that you must consult, you will know, who expects you for months ... we keep it as a secret the quest system for the moment (we can not reveal everything !) But we guarantee you something fun, simple and realistic.
- Maps: all by yourself you won’t be able to explore everything, why not share your maps with other players?
... To wrap it up, a mix of original features and a roleplaying system redesigned for realism. And add also the end of traditional “ life points”. Have your doctor ever told you how many “life points” you still have? You can be knocked out, you can lose an arm, but you will never have to start again from a cemetery (as in a lot of well-known games).
The creative studio
Ono of the essential component of the game, the workshop allows players who want to participate in developing the game, to share their artistic works.
For this, a pencil and a scanner is enough (unless it is a soundtrack). And if it is a screenplay, nothing is easier! Just write a short text proposing one or more ideas and we will consider them.
The first step is to send their creations via the "creative workshop" website. The work is analysed by the team that is attributed to a particular type of atmosphere and adapt it to the game code that fits then, according to its algorithm for future discoveries. For example, if we receive a drawing of a dungeon, the next dungeon that the player will discovered may be this one. However, ancient dungeons discovered retain their illustration. If it is a character, it may be made available to players who wish to change their appearance and / or use the various NPCs generated by the game
On the other hand, if the work of the player is validated, the creative players will have their names in the “pantheon of artists”, accessible from the game's website, on the page devoted to the creative workshop. The pantheon can provide statistical information on the creative players. Also, at any point in the game, a player may check the identity of the creator and if he wishes, to vote for him. Votes, roughly comparable to a "like" on Facebook, are then listed in the pantheon of creators.
Finally, the authors of the selected works will receive "pentas", that is the currency of the game. They will be able to access the different sections of the store that includes different gifts to choose from, related to the game and / or the universe. The creative workshop should be available before the official release of the game, to provide the opportunity for players to see their works in the game from the start.
Is all this possible?
Today the world is waiting for the key ingredient: the community of players that will allow it to exist! Its potential, its size, as you have seen, depends only on its use. After two years of passionate, volunteer work, the algorithm is finally ready to work.
However, we need a new team to put the game online and to develop famous design studio! If funds are collected, a first (beta) version will be released soon.
To maintain its size, its magic and its rebirth, this world is based on three sources: the systemic algorithm, the community, particularly through the "design studio" and of course, its technical team. For the maintenance of the latter and other service fees, we put our hopes in your donations and afterwards in the game shop.
Allocation of funds
Creating the laws for a new world is not an easy task; help the alchemist by filling the gauges! Each objective gained will unlock a new tool in his laboratory.
There is so much to do that it would be a shame to let him sleep!
Objective n° 1: 15,000€ - We wake up the alchemist!
This first stage will allow us to finance the equipment and rental of a space to house the small team who will work on adapting the game into a massive multi-player format. The team will also be working on the creation of the site and on the smooth running of the creative workshop.
Objective n° 2: 25,000€
Many high quality illustrations will enrich the graphic content at its launch and the entire design of the game will be kept up to date by an artist.
Objective n° 3: 35,000€
All the financial participants will be offered an extra month of citizenship and all those subscribing to the ‘Archaeologist’ option and above will receive a DVD of the making of the game, created especially for this occasion.
Objective n° 4: 45,000€
A sound designer will be recruited to create a soundtrack for the game and its steampunk universe. Those subscribing to the ‘Founder’ option will receive the soundtrack in digital format.
Objective n° 5: 55,000€
Subscribers to the ‘Archaeologist’ option and above will receive a collectors casket containing
• The original soundtrack from the game in CD format
• The official poster
• The guide to the game, signed by the team
• A t-shirt “I was there at the beginning” with a Pentaicosagone illustration
• The “making of’ DVD with printed sleeve
Objective n° 6 : 65,000€
We recruit! The objective: With the suppression of the ‘Beta’ phase the game will be ready for release; permanent telephone assistance; reduced weekly maintenance; a more attractive community forum.
Objective n° 7 : 75,000€ and more….
Launch of a TV publicity campaign. Objective: Extend the community of players and creators from far and near. A massive influx of players is necessary to cover the vastness of the world generated by Pentaicosagone. More players will mean more creative talents, which in turn means more pleasure for both eyes and ears…… the creative workshop will be in full swing!
Special objective : 3,000 ‘Likes’ on facebook
We will direct a video on the alchemist creating the world! The video will pay homage to all those who have participated in the project.