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[ ACTIVE PROJECT — BUILD 0.0.1 ]

ONE PLANET. ONE CITY. 8192 LEVELS.

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Your Story Begins Here

"The surface is a myth, kid. Work, fight, steal, scheme - we gotta start somewhere. But you can dream of the world you want to live in, or you can dream out loud." - Cliff Havmar

Born in the deepest depths of the city, deep within the catacombs, set out to begin your own journey. Scavenge the leftovers of society, climb the corporate ladder with over 100 minigame jobs, scheme to disrupt the stock markets, or join the syndicates to fight your way to the top. The surface is nearly 7000 levels above your home, and every decision you make shapes the economy you desperately depend on to survive. This is your story. How you get there is up to you.

Scavenge

The city's depths are full of what others have thrown away. Everything has value if you know where to look.

Work

Over 100 minigame job simulators across every level of the city. Start at the bottom, earn your way to the top.

Scheme

The city runs on money. Manipulate markets, exploit systems, and bend the economy to your advantage.

Fight

Fight the system that weighs down on everyone. Work alone or join a syndicate. Steal and claw your way to the surface.

The system decides who survives. Don't let the bastards grind you down.

[PROTOCOL_01] — status: complete

C:\System\about-protocol.e > End of transmition

[ DEVELOPMENT TIMELINE ]

ROAD MAP

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TO DO ITEMS

2

FINANCIAL SYSTEM

Will be building a simplified banking system which inclcudes the player's checkign account, savings account, credit card, loans, investments, and stocks.
The Stock Market is complete and functional in JavaScript form and will eventually be converted into C++.

3

ECONOMY

There is a diverse economy in this world with many items sold in stores, or to other buisinessse with goods ranging from simple resources to luxury items.
There are a total of 256 mega corporations and 2048 items that the player can loot, buy, sell, and steal.
The price of the items vary, however they are impacted by the stock prices of the Fortune 256 companies in the economy which the player can directly impact.

4

PLAYER UI

Once the economy system is more fleshed out, the Player's UI system will be built where there is a single unified menu that includes the following features:
- Save/load system
- Settings
- Player progression Tree
- Inventory Management
- Cybernetics Management
- Input Controls
And further too be determined pages that have yet to be conceptualized.

5

PLAYER MOVEMENT AND INTERACTION

This will be where the true 3D game experience begins to come to life. In the early versions of the game, it will be released as PC only and will use Keyboard and Mouse configuration. The features that will be worked on are in the following order:
- Player movement
- Object Interaction
- Menu Activation
- Looting System
- Weapon Use
- Time of Day System
- Map System (Will be left empty until world environment is designed)
More features are too be determined, however these are core fundemental gameplay

6

NPC CREATION

There will be a few different types of NPCs. There will be Vendors, Wandering NPCs, Enemy NPCs, Procedural Wandering NPCs, Gaurd/Security NPCs, Worker NPCs, and many other unique types of NPCs that will later be determined.
Once NPC types are built, moving on to NPC Navigation will be prioritized. This is also where combat will be tested along with other types of NPC interaction systems.
Because crimes and combat are a thing in this game, creating a crime detection system will be started here, so detecting a player will change the state of a few interactions such as there being a theft warning next to the activation Looting button prompt. So instead of it just saying [E], it will say [Steal], and there will also be hacking minigames, murder, and a gaurd alert system.
Basic Dialogue options will be developed in this phase.

6

WORLD GENERATION

This is where the beginings of the procedural world will begin to take form. The world is based on a voxel coordinate system where each voxel is filled with procedurally generated modules.
The number of modules are yet to be determined, however, to start off, basic street and building modules with NPCs wandering around. The environmental graphics including lighting, shaders, and fog integration.
More complicated module design will be developed later on.

Completed

1

WEB LAUNCH

Lanched website with Homepage, Devlog Page, Documentation page, and the Terms of Service Page.