The only AI controlled type of enemy in the Game are monsters. Monsters populate dungeions and guard the raw minerials. Also the appear at night in the nearness of players as waves of monsters. To be fair there are bigger monster waves by bigger groups of players, but it should be common that bigger groups also have defense buildings therefore that shouldn't be a problem. Monsters are very differend. It is advisable to get a group, because there are not only ridiculous groups of goblins that can be appear. There could also suddenly appear a gigantic Cyclopse the breaks through the trees and destroy your camp.
Unfortunately, this gameplay is currently only planned, since the game ist still in the (unplayable) Alpha, but we are working to implement it. In the early version of the game, the server will only have a few slots as we are not as big to pay for giant server farms. To get News and Updates, just make an Account on our website or join our Steamgroup, everything will be postet on these two platforms as in our blog, or as in announcements on Steam.
Injuries and Death
When a player is defeated, whether killed by a monster or by another player, he is not necessarily dead. When the last punch he has gotten, wasn't too hard, so when his life bar was still full enough to cushion the punch, the player is not dead, but only unconscious, and is located at the ground. The enemy can not distinguish whether the defeated is dead or just unconscious. So the enemy would do well to embark on the body again, to be sure. But that can be problematic in larger battles, as you usually is forced to quickly cleared the enemies, and then go on, in order not to die himself. An unconscious and injured player can be salvaged and doctored from a fellow player. Each group has the ability to set a flag that acts as spawn point. A killed player can respawn after a delay at this flag. When the flag was destroyed by an opposing army, a slained player spawns at a random location on the map and loses all his equipment and stage level. He must start all over again again. At the same time, he loses all acquaintances adn friends, that he made in his group.
Why getting older?
We have aging inserted, so you can capture players. If a player wouldn't age, loses its entire equipment and the opposing faction tries to capture him roleplay style, that player may respawn just as well, since he does not lose anything. To possibility of age that changes all. The player suddenly has a factor makes his life valuable and he does not want to die, because it takes really long to get more skill points. Upon the death of everything vanishes, which your received. However, it is not possible to die of old age. That would be unfair.
In Amberek there are well-known professions, such as warriors or hunters, but also new ones like the builders or miners. The following are the professions that are possible to learn. The difference is that there is no fixed professions in Ambarek, but you can choose from skill trees the skills that suit you best.
- Warriors: The melee of the game.
- Hunter: The Archer of the game. In the melee useless.
- Cook / Alchemist: it makes food more nutritious and therefore more efficient. or is
- mind-altering substances ago. ;-)
- Bauer: Does it need a description?
- Smith: He makes weapons and armor.
- Miner: He collects raw materials to supply all the other so.
- Builder: he is able to build complex buildings (eg towers)
- Assassin: he acts in ambush for example, carry out attacks
Each player has from the beginning a high number of skill points, which he can arbitrarily distribute. Every 24 ingame hours (2 real time hours) your can put all skill points to another tree. To get more skill points, is only possible if the character is aging. That Means: If you survive for a while, the character increases his level, which give him a bonus to skill points.
We have long focused our attention on the construction of buildings and have finally come to a satisfactory solution. Suggestions and ideas are of course welcome.The construction in Ambarek works as the architect has the needed Commodities in his inventory and selects via the build menu, which building he want to place. Then host object of the selected building appears and the Builder can place it to the desired location. As he decided to place it. The area is marked by a construction site, which appears immediately. The builder must then hit this area with his hammer until a construction animation begins and the building bulits in front of his eyes.
In Ambarek there isn't only hunger, thirst, or fatigue. There is also a third factor. The morality. Morale is very important because your character attacks with a high moral level faster, moves faster, regenerate life faster and overall by far is stronger. Morale increases if the character is satisfied. That means: Varied Food, a warm home, together with group members, and so on.
In Ambarek to survive means to drink water, eat food and to get equipment. This is possible, if you create a group with other players you meet in the world. Example: A group of players
would survive. In order to protect yourself against monsters, some of your team mates must be trained as an warrior. These warriors can't do anything without weapons, so a other players must be weapon smith. These forge isn't able to make anything without iron. So other players must mine iron ore and melt it down. Of course, the group needs food to survive, so hunters must
be sent, or fields must be planted. To prepare the raw meat or wheat, you need cooks. All of these classes in turn need buildings in which they can work. These buildings are built by builders, which in turn require wood or stone from the miners. With these materials, fixings should be built such as walls, that require builders, which again need stone or wood of the miners, which makes them faster hunger and so on.
The world of Ambarek is a large group of islands from which we can?t say how big it really is, because we gradually make more islands, the more players play the game. In the world there are no buildings built by the developers. The player is able to change the world and make it habitable . The player can, if he collects enough resources ,place buildings such as walls or houses in the countryside. So it is theoretically possible that a group of several players can build a castle in countryside to gain a great advantage to other players
What motivates players? Why do they complete the tasks that have been assigned to them?
The answer is the reward. The ability to go further. What happens when we take the players these quests? If we break down a game to the backbone? What happens if you get no tasks and no goals? What will you do if we allow you unlimited freedom and there isn't a single rule? Will you make friends? Will you form groups, trade, interact with other players? Or you'll encapsulate you? Being alone. Hunt people who strip alone in the woods? Are you going to build castles, build cities, conquer islands, establish kingdoms, reign? Or will you try, just to prevent this? Will you fight wars, fight battles, siege, destroy other kingdoms andwill eventually destroy itself? This is your world, your game, we will not force you in a particular direction. You decide what happens, you decide which turn the game takes, what story can finally be told. If you decide to play Ambarek, we can ask you only one thing: Have fun playing.
|Tobias K.||Exima||Game Designer, Lead Designer, Community Manager|
|Matthias R.||beardeddragon5||Frontend Coder, Lead Engine Coder|
|Julian U.||th3_cr0wl3r||Backend Coder, System Administrator|
|Andreas K.||bueroartikel||Lead Environment Artist|
|Marcel A.||JayTommson||Legal assistance|
|Frederic D.||Gaming Blizzard||composer|
|Yassin L.||Yberion||Lead Mapper|