Fadó


Fadó, is a game currently in development.
The name was chosen for its Celtic meaning,
"Long Ago".

Curious about how to pronounce Fadó? Have a listen.

While it is still very early in the development stage,
we plan for Fadó to be an open-world RPG.
The primary focus will be on building a multiplayer
game that can be enjoyed with others.
Our plan is not to create an MMORPG,
but a more intimate setting with a limit on the
number of players that can join the server.
The goal is to allow persistent dedicated servers.
For those looking for even more privacy,
a single player mode will be available.
Players will encounter interactive NPCs with whom
they can develop positive or negative relationships
based on their actions and decisions in the game.
NPCs will be assigned to a Faction and an Alignment.
Achieving a positive or negative relationship
with several NPCs of a Faction will affect how
other NPCs of that Faction interact with the player.
These relationships will be specific to each player.
Players in the same multiplayer game may form
different relationships than others on the server.
We also plan to take this further by allowing
Factions to go to war and fight each other.
The player may choose to assist in battles,
or simply let them play out without interference.
As the population of the Factions diminishes,
so too will their spawn rate,
making it possible for Factions to be eliminated.
Players can work towards world peace
by completing quests that positively affect
the relationship between the Factions.
On the other hand, they may choose to
build their alliances and conquer the map.
By allowing the relationships to remain specific,
players of a multiplayer game will have the
option of aligning with different Factions
and using them to battle each other.
Players will be able to build more than relationships.
A crafting system will be available,
allowing players to learn and develop new skills.
Customization of wardrobe, weapons,
armor, and appearance will be possible.
Players will also be able to build structures.
These structures will be destructible.
For the multiplayer version, it is planned that the
ability to destroy items placed by a player will
be inactive while the player is not in the game.
A system will also be in place for preventing
others to build too close to their existing
structures if the player chooses.
Throughout the single player and multiplayer
versions, several puzzles and quests will
be presented. However, since the game
will be a non-linear open-world setting,
completing these will not be a requirement.
The world will be scattered with aggressive
and passive animals, creatures, and NPCs.
NPCs encountered in the Towns will mostly
be affiliated with a Faction. However, similar NPCs
may occur in the world as unaffiliated, and
they will always be aggressive to the players.
For example, it will be possible to align with
a Faction in an Elf village, but the player may
encounter a group of angry wood elves
despite their relationship with any of the Factions.
This ensures that there will always be something
to kill even if all Factions have been destroyed.
For those not keen on fighting, a sandbox mode will
be available, allowing players to turn off all enemy
units. Adjusting difficulty and game settings will
allow control over this and other aspects of gameplay.

We are excited about this game
and hope you will be as well.

All comments and suggestions are welcome.

If there is a real interest for change or
implementation of features,
we will do our best to accommodate.




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