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Welcome to the Genesis Online mini wiki at Scratchpad!
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Genesis is a dynamic Massive Multiplayer Online Roleplaying Game (MMORPG), the game world relying almost entirely on the players to operate. From the web site:
- Genesis is the game that creates itself. The actions of the users reshape living conditions, political structures, economies, ecosystems, and all other aspects of the world. Storylines emerge naturally, the same way that they do in real life. Content in Genesis is supplied by the users, not a development team, so every user's experience is unique. In short, Genesis is the first truly dynamic massively-multiplayer online game.
Prior to being featured on digg.com, the entirety of the development of Genesis was done by Gavan Woolery, who also initially created the game. Since then, many others have volunteered their services.
Each character in Genesis has an indestructible spirit, which passes from one body to the next after death. With that spirit, players have many paths to choose from, and can play as race or beast in any one lifetime.
There are eight alignments in Genesis divided into two sides: four are aligned with order and four with chaos. Each alignment is ruled by a god that is associated with certain properties.
There are a total of 64 humanoid races in Genesis, eight for each alignment based on size and abilities. Any player can also be a beast instead of a humanoid, taking on a radically different approach to the game.
There are a total of 32 humanoid classes in Genesis, four for each alignment based on each of the four character stats: Strength, Agility, Intelligence, and Discipline.
Political power is also an option for those that want it. There are four levels of political status for each alignment, as well as eight military ranks.
Main article: Genesis Online:Combat
Main article: Genesis Engine
Genesis uses a completely unique graphics engine. It looks much like an old-school isometric engine with pre-rendered 3d graphics. Genesis, however, does not use pre-rendered 3d graphics; the scenes are rendered directly by the program, in very little time. Also, the Genesis engine was created in such a way that polygon counts can be hundreds of times greater than in strictly real-time engines.
Genesis Online uses a standard sound system, so you can expect all of the usual environmental effects and other sound effects to be included in the game. However, Genesis may use a text-to-speech system in the game, which would allow you to actually hear what the person says when they text a message to you. This will be included if a high enough quality can be achieved.
All of the dynamic objects in Genesis obey physical laws. Rain drops bounce off the ground, create ripples in the water. Grass and trees sway in the wind (if enabled to do so – they can be statically rendered too, to improve performance). Arrows stick in walls, and are blown off course slightly by the wind, and much more.
There are many possibilities as to how networking will work in Genesis Online. The server software could be distributed for free, so that players could create their own server clusters. This would allow players to create LAN's or locally-based servers. On the other hand, there is the unique system that was developed by Gavan himself. It works in a way, like peer to peer programs. Each player gives a small portion of their CPU and memory to serve the game, allowing them to host a small cluster of maps on a given location on the world grid. If a player's server goes down, a neighboring server picks up the slack. There are multiple advantages to this scheme. These being, an extremely low ping, no monthly fees, and much more.