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Randomly-generated maps, tons of mystical loot, and innumerable things that want to kill you--this is what made Ragnarok one of the great graphical Roguelikes of its day. At every Turn there lurked mortal danger, and a good chance for the unprepared hero to die in obscurity. Most adventures quickly turned to misadventure, as the gods certainly didn't favor you--but to those who persevered, Ragnarok would reveal a world full of surprises and imagination.

This same spirit inhabits Mortals of Midgard, a C#/XNA Studio project for Windows that was started in late March 2012. Currently in its early stages, the game will become, I hope, as enchanting as the original (maybe even more so).

Core Game Features (current or future):
  • Explore the Norse realms in each branch of the Tree of Life, Yggdrasil, and unravel the mystery of your new life after Ragnarok
  • Play as a Viking, Medicine Man/Woman, Survivalist, Scholar, Conjurer, or Blacksmith
  • Gain levels toward mastering your class, then switch to another
  • Discover the properties of a hundred different items by interacting with them in many ways--Throwing, Eating, Wearing, Zapping, Mixing and more


I'm actively seeking help for this project, so if you can be of assistance in pixel drawing, coding, sound design, or other ways, please let me know!

Here's a little trailer I put together, featuring a more recent build of the game:

Latest Blog

Version 0.2.2, plus other Developments

Hi folks,

I'm not saying it's a lot, but there has been progress on M.o.M., and there may yet be hope for the future of the project.

I wanted to bring the game into the current decade by upgrading it to XNA 4.0. That in and of itself wouldn't have opened too many doors, but from there I could have converted it into a MonoGame project: an XNA game that runs on Android, iOS, Windows Phone, and more.

Once I'd seen to the extra toil that had inevitably been created by "Upgrade Wizard", all appeared to be well, and I thought publishing would be a breeze. But because of some super assy crap that I won't even get into, I couldn't get the new version working. The project has had to return to XNA 3.0, meaning it won't be playable on Windows 8 any time soon...

That said, Version 0.2.2 is now live. On the plus side, it's just as good as ever it was, and maybe even a teeeeensy bit better! =P

On Tuesday, I hope to attend a meetup with some local game developers/hobbyists. If I don't get cold feet, I'll show them what I have, and hopefully get some collaborators. If not, maybe I'll get involved in one of their games instead.
  • Production
  • problemgamerkt
  • sbester
    synbi
  • Custom
  • Adventure RPG
  • 08/14/2012 04:32 PM
  • 03/23/2014 10:43 PM
  • 03/30/2014
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Posts

Pages: 1
Woohoo, it's up! Looks even better than you described!

It actually kinda reminds me of Avernum but with bigger designs. I LOVED Avernum! I also got more pissed at it than any other game ever. But that didn't stop me from sinking 75+ hours into beating it :P
Marrend
Guardian of the Description Thread
21781
From these screens, I'm thinking "strength" might be better suited as "stamina". While "strength" can mean the same thing as "stamina", there might be a little bit of confusion. It's up to you, of course.
author=sbester
Woohoo, it's up! Looks even better than you described!

It actually kinda reminds me of Avernum but with bigger designs. I LOVED Avernum! I also got more pissed at it than any other game ever. But that didn't stop me from sinking 75+ hours into beating it :P
=D Yeah, my sprites are a bit huge lol. I wanted it that way. Thank you :D

Avernum was the one you were trying to think of the other day? I will check it out! I must have put at LEAST that much time into the original Ragnarok, myself. Man, that game could really goad you on :) Ahh, Roguelikes.
author=Marrend
From these screens, I'm thinking "strength" might be better suited as "stamina". While "strength" can mean the same thing as "stamina", there might be a little bit of confusion. It's up to you, of course.


Yeah, you're right... Strength is usually the base for an Attack rating. The thing with Strength in the original game, was that it could be altered depending on various things (like what you ate, if an enemy weakens you, if you polymorph yourself into a stronger lifeform, etc.), and it pertained to your total carrying capacity, as well. So having it visible at all times may be useful, or not, but.. I'll think about it :D
I'm looking forward to this! The original Ragnarok was about the only roguelike I could ever stand - it was a great game. There was such a variety of ways the enemies could kill you and also alter the terrain and everything. It's a huge task to attempt to redo/remake it, hope it'll start working out well.
author=synbi
I'm looking forward to this! The original Ragnarok was about the only roguelike I could ever stand - it was a great game. There was such a variety of ways the enemies could kill you and also alter the terrain and everything. It's a huge task to attempt to redo/remake it, hope it'll start working out well.


Yay! Awesome, thank you for the encouragement. :D It's true, it's going to be a huuuge undertaking, so I just have to bite off a little chunk every day... and maybe it'll get somewhere. For now, it's not going so bad at all.
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