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CRYSTAL KINGDOM

a 16-bit action oJRPG from fans for fans seeks your support.

CRYSTAL KINGDOM IS OPEN BETA!

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CRYSTAL KINGDOM IS OPEN BETA!

This page isn't updated anymore.

Move over to:

Crystal Kingdom Website
Facebook
Indie DB
Greenlight

to keep updated.


Crystal Kingdom is the successor of the fan game SEYKEN which was the first JRPG that tried to truly emulate the visual flair of the 16-bit console classics and incorporate co-op gameplay through online capability. SEYKEN was also known for being a retro style fan project that enhanced classic gameplay with modern elements.

Crystal Kingdom takes all this one step further by creating an original game by fans for fans -- and you can become a part of it!

  • "A beautiful and polished project. Please support! 
     If some indie game in development deserves it, it must be this project."  -Tanja
  • "Truly a passion project. Hope it all goes well for you guys." - Yahiko
  • "this game is awesome and have some really kind caring staff <3 to the best :)" - Ibrahim
  • "This game is doing what few others are: being true to the RPG roots while still offering
     fun and interesting gameplay." - Cheesemosis 

The Story behind Crystal Kingdom: 

 

Why flexible funding:

What you are about to see has been created and funded by our own so far. We designed this campaign to have a flexible budget and scope; which allows us to work on improvements, add new features and content. Each contribution adds to the possibilities we can afford and speeds up development. Our main goal however is to reach a level of support, that enables the whole team to work on the game full time. Please help us increase our small budget.

Crystal Kingdom is currently pre-beta and estimated to be released late 2013/early 2014

Supporting Windows, Mac and Linux.

What your funding is used for:

  • Faster & more diversified gameplay 
  • Improved game mechanics & battle system
  • Adding a compelling story line with a main quest and side quest system
  • Adding missing features & content
  • Adding music & sound effects
  • The whole team agrees on working on the game full-time. (*requires reached goal)
  • Legal & Copyrights (optional Licence)



1. Challenge : Technology

Normally, the challenge lays heavily on the technological side for such an ambitious project. Since we worked on a similar project for years, we got most of the technological parts covered already. Even better, it has been tested for a long time, so we know exactly where our weaknesses are and where we have to improve - a huge advantage over most other projects. 

 2. Challenge : Art

Another challenge is the art - even after twenty years, some of the classics still look impressive. We got two incredible pixel artists in our team - both with the talent and dedication to create graphics that look at least as good or even better than the classics.

Below are a few animated mockups - they are created using actual game-art.

Grimwold Blacksmith Scene MockupBridge Mockup SceneCrypta Scene Mockup

3. Challenge : Online Multiplayer / Coop

First : It's a well known fact that having online multiplayer and storytelling, a sole foundation of the classics, often don't go along well. True - compelling storytelling in a multiplayer non-persistent environment takes some genius, but it can be done. Since it's our own engine we can modify it in any way we want without any third-party restrictions, which helps a lot if you want to create a story & quest system that is as close to the depth of the classics as possible.

Second : The "Omg, another online game?!" syndrome. When I started working on the engine, having online multiplayer was the coolest thing. Meanwhile, being an online game can be the worst thing sometimes for quite a few reasons. It's not my call to judge other peoples work - I can only speak for myself. I hold on to the concept because I still believe playing together is what role-playing should be about. Feature Article: [Kotaku: JRPGs Are Better When Playing With a Friend]

We are fans of the classics. We grew up with these games, and like many others, fell in love with them to this very day. At the very beginning, it all began with small fan-game projects and later SEYKEN that was entirely based on the classics. We worked on it for over a decade, and in the end, it's kinda depressing that you spend so much time and effort into a game and don't even own it. We couldn't advertise it, sell it in any way to raise additional funding to cover costs or increase workforce and push development - nothing. 

Honestly, we have very high hopes creating an original game to call our own - we know there is demand out there. People waited decades for such an opportunity to arise. The online experience could change everything and its done by fans - think about it.

I worked thousands of hours without receiving a single dime - nobody in the team did. I was in it for the friendship, trust and respect the players gave me - and I still am to this very day. Now I'm asking you to trust me again and support this endeavour - help us make it happen!


We have no licence or rights to use anything the classics made classic. But, that doesn't mean that we aren't allowed to draw as much inspiration of them as we possibly can. Also, why stop at what made the classics so lovable? The design & gameplay has aged - not as much as other genres, but still.

Why not expand the effort of re-creation to what makes the RPG genre enjoyable to this very day? Still, we are not out to re-invent anything - we want it as classic as possible - but with a modern "twist".
 
One other thing - we got a lot of questions about "Legal, Copyrights and an optional Licence" shown in the goals - we are in contact with other fan-based projects and know that the makers of the classics grant licences to projects. You might have heard of OC-ReMIX successfully crowd-funding a FF6 fan album on 5 discs. Depending on the level of support we get, we could try do so as well - obviously not for the whole game, since we got goals & ideas of our own, but small parts like character, music or designs.
 
This is our idea of a classic - nothing is set in stone - just setting the direction using things we learned doing SEYKEN and from listening to the fans. Ultimately, it's up to you what comes out of it. The level of support we get will be setting the level of re-creation and re-invention we can achieve.  

Demonstration Video #1: 

  • Basic Interface Introduction
  • Level 32 Sorceress Gameplay Demonstration

Demonstration Video #2: 

  • Game client Start-up, Intro & Login Sequence 

Demonstration Video #3: 

  • 5 Player coop game play at cemetery & bloodpath

    Classes shown in video:
    +Gladiator
    +Lancer
    +Priestess (Angel form)
    +Druid (Werewolf form)
    +Assassin


Concepts and Ideas:

Game world: Unlike the classics, we do not have the memory limitation on the console hardware and cartridge side, which leaves us with an almost endless amount of content we can add to the game. We laid out a basic vivid fantasy world with different climatic zones and areas for you to explore. You may recognize a few "empty" spots – that is where your imagination comes in. 

*click worldmap for full preview

[Concept of the world map]

*click thumbnails to enlarge

Grimwold TownGrimwold TavernGrimwold Tavern CellarGrimwold House Interior - Click to enlarge!Grimwold Blacksmith Interior - Click to enlarge!
Grimwold Swamp - Click to enlarge!Swamp Cavern - Click to enlarge!Grimwold Plains - Click to enlarge!Crystal Cave - Click to enlarge!Grimwold Cemetary - Click to enlarge!



*click thumbnails to enlarge

Storyline - Main & side quest system: Storytelling is a sole foundation of the classics and will be for Crystal Kingdom as well. We have a basic storyline integrated in what we did so far. Nothing major, just enough to get going for now since we want to integrate you into this process. This is also the reason why there are no perks with creating storyline or quests - we want all supporters to participate not only the ones with monetary means.
[Video showing the intro sequence with basic storyline scroller

Various character classes: Starting with six base classes, each with their own unique skills and looks. Plus, two mid-level sub-class advancements for each base class as well as two high-level prestige class advancements for each sub-class for a total of 24 class branches in all.
[Concept Classes-Full-Overview]

Customizable character skins: The engine supports a skin customization system - so don't read too much into the basic skins we created since we can easily add male/female skins, different age, colors, clothes & hairstyles etc.  


Visit us again for a preview of the other three classes as well!

Dungeon crawler style loot system:
 The ideas for the item system brings in the most changes in regards to the classics. We chose a state of the art approach with random item effects as well as unique and set items. We also integrated a item socket system like in Diablo II & III. 

[Concept of the items]

Optional Single-player, Co-op, or MMO game experiences: We provide open world co-operative maps as well as single-player or co-op instances and community town hubs.

Monsters & NPCs: Usually we first create a pencil and paper concept which is pixelated and animated in the end. Here are a few examples:




Additional Features:

  • Honour & Reputation System 
  • Companions
  • Event Notification system
  • Account wide stashing
  • Real-time Player Ranking
  • IOS/Android & Ouya port (Link:Ouya 
  • 16-bit chip sound & music
  • Singleplayer or Co-op Campaign driven story  
  • Cutscenes  
  • Gamepad support  
  • Additional skins  
  • Runes system  
  • Instance based Player Housing  
  • Guild wide stashing  
  • Emotes  
  • Mounts  
  • Ships (Air & Sea)  
  • Mini-games  
  • Monster Book/Bestiary  
  • Free Resolution support  
  • PvP  


 

"Presbyter", Head of Development & Lead Programmer: Presbyter started what once would lead into this project over a decade ago. He created the game console emulation & game engine and client as well as the game server architecture.

"Matbtt", Webservices & Database:
Matbtt is a real life friend of Presbyter and joined almost right at the start. He created the website next to all web applications required to create the cloudserver based game service which is required to run the game on.

"Vierbit", Background Artist: Vierbit joined the project almost 3 years ago when we decided to drop doing a fangame project and set out to persue our own try on a classic.

"Cyangmou", Spriter and Animator: Cyangmou joined the project over a year ago and created all the player and monster sprites as well as all animations and icons & effects in the game.

"Katsch", Physics & Pathfinding: Katsch is the mastermind behind most of the monster AI and behaviour as well as physics integration and pathfinding. He is a temporary member on demand.

"Spalland", World Creation Tools: Spalland created most of the tools required for getting content into the game. He is also a temporary member on demand.

"Our Community", We got the best community in the world!: Most members of our community are around since the early days and helped us getting where we are now by supporting the project with bug reports, suggestions and doing small tasks and even monetary support. Without you guys & girls we would never have come this far! Thank you!


There are risks of investing in our enterprise but the technology running the game is tested for several years now and the game already has some pretty unique features and look. Most of the team members stuck around for an entire decade, while others have been with us for a few years. We are dead set on completing what we started and the more support we get the better the result will be in the end.


If you still got questions use the comments section of this campaign and we will try ourbest to answer them. 

BACKER ACHIEVEMENT RIBBON & MONUMENT OF HONOR: This perk unlocks the backer achievement ribbon based on the level of perk you aquired - its a unique achievement that is only available to backers and shows up on the gameservice and inside the gameclient. Your name will also be credited on the "Monument of Honor" in the capitol city of the Crystal Kingdom.

IGG EXCLUSIVE SUPPORTER WALLPAPER: The Crystal Kingom Indiegogo Teaser Poster (the one right at the beginning at the campaign) in various wallpaper screen formats. The Teaser Poster won't never ever re-used in any other campaign.

THREE DAYS EARLY ACCESS: Once the gold version will be released you will get a three day head start to the game. Estimated Late 2013 / Early 2014. If you want to see the game first hand right from the start you better go with the FULL BETA ACCESS.

FULL BETA ACCESS TO THE GAME SERVICE AND FORUMS: Once the campaign ends we will decide on a time-frame to open the project asap to you funders. Its more or less depending on the amount of funders we will get. Also keep in mind that beta events can be limited to a period of time. Depending on the perk level you acquire you may also be allowed to invite friends to beta events - they will only get access - no other rewards. 

EXCLUSIVE PERK - SIGNED POSTER & STICKERS: You will get a DIN A2 = 16.5 x 23.4" inches (42 x 59.4 cm) Crystal Kingdom Indiegogo Teaser Poster signed by the core team members; Presbyter, Matbtt, Vierbit and Cyangmou. This is the only opportunity to receive the Poster - it will never again be reprinted or distributed! Also included are three stickers in different sizes. Shipping included.

LIMITED STARTER ITEM SET = 5 ITEMS: Crystal Kingdom supports a special type of items called "Set items". Set Items are collections of matched equipment that give additional bonuses when worn together. Each item in the set has properties matching the class its meant for - so there are different sets for each individual class. A full set consists of 5 individual items. Getting this reward will make you able to add a full starter set to each class you create inside your account giving you a little head start since you would usually have to find them first - all five of them at best. They will be limited to the character that starts with them - they can't be traded in any way and are marked as IGG Starter Set Items.

"THANK YOU!" POSTCARD & PET: Front side will have the S:CK Logo and backside a little handwritten "Thank you!" as well, signed from Presbyter. The postcard also contains a code to unlock an unique in-game pet.

DIGITAL DOWNLOAD WITH LIMITED EDITION FINAL GAME CLIENT, EXTRAS & SOUNDTRACK*: The limited final game client will come with its own login screen showing its a limited edition client. We will also add all wallpapers and concept art & videos used in the process of creating the project as well as a full soundtrack*. (*If the stretched goal is met.)

CREATE AN EPIC UNIQUE WEAPON: Uniques are the rarest wearable items in the game. While players may find a few from time to time, searching for specific Uniques is a time intensive process and found only with luck and dedication. Although there are exceptions, each piece of base equipment will generally only have one Unique version of it, imbued with far more desirable stats than any magical version of the same item. You will take part into creating such an item for a class of your choice. The item will get a "Crafted by <your name>" tag in the description making you digitally immortal.  

USB STICK IN SHAPE OF A CLASSIC GAME CARTRIDGE: same as the digital download but the data will be stored on a USB Stick in shape of a Classic Game Cartridge. Depending on the number of perks claimed we will reach out to the original producer to get a licence to create such items otherwise we create our own retro design together with the claimers - will be fun!

CREATE A NPC OR MONSTER: You will work together with our team to create a npc or monster. Your ideas have to fit the overall concept, art & restrictions of the game of course. But since its a vast world we are working on, this shouldn't really be a problem.   

EXCLUSIVE PRIORITY ACCESS: You will be integrated into the internal work flow of content creation and distribution like a team member. You will have first hand access to the concepts, mock-ups and design decisions made and Skype access for direct communication. Its like a backstage VIP pass - you will not be allowed to distribute anything of what you see, hear or read. Nor will you have a vote in anything. Its just being as close to what's going on as anyone could be.

ELDER CRYSTAL DRAGON PENCIL CONCEPT ILLUSTRATION: Cyangmou's original concept art done in pencil on paper. That was used for the pixelated version shown at the end of the campaign. One of a kind. Absolutely unique and awesome! Size 20x20cm | 8x8 inches.


Perks quick comparison overview: 

Perk Level 01 : 10$

Perk Level 02 : 25$

Exclusive Perk : 35$

Perk Level 03 : 50$

Perk Level 04 : 75$

Perk Level 05 : 100$

Perk Level 06 : 150$


Perk Level 07 : 250$

Perk Level 08 : 350$

Limited VIP Perk Level 09 : 1,000$


Ultimate Perk Level 10 : 2,500$



Copyrights 1997-2012 EBS: All rights reserved. Content on this site is shown in order to fund Crystal Kingdom and work in progress. You shall not remove any content, alter it in any way, represent it as yours or outside the context its shown here and any other intentions than advertising this campaign requires prior permission. 

If you have any question don't hesitate to contact us: support@epicbeyond.com


CRYSTAL KINGDOM IS OPEN BETA!

This page isn't updated anymore.

Move over to:

Crystal Kingdom Website
Facebook
Indie DB
Greenlight

to keep updated.

Team on This Campaign: