SHADOWS OF GLORY is a free-to-play third-person online PC multiplayer combat game based on Roman Gladiators. It has aspects of traditional MMOs, such as equipment for your gladiators, horses, and chariots, town merchants, the ability to create a Ludus and team up, and much more. The combat system is designed to immerse you in a world of survival for your life as a gladiator, with epic real-time cinematic combat. You have to time your attacks and counters to continue your combos and deliver a devastating finishing blow to your enemy. Our goal is to create a new and unique online multiplayer experience that has the pure focus of team oriented combat “esports”. You can battle online with up to 20 players in free-for-all or versus up to 10 vs 10, and there are currently 6 unique online game modes that involve your gladiators, horses, and chariots.
About The Game
What is Shadows of Glory?
The History of Development
I began writing this game nearly 5 years ago, shortly after the release of my first game, Aries Revenge. I wanted to keep specific core elements that certain games had, but at the same time create something that other games did not have yet.
I have always been fascinated by Roman Gladiators and epic films, and began to think about how I could combine those elements into a Gladiator game with team-based competitive elements within an MMO-like structure.
Like every writer, I found myself staring at a one page word document that remained blank for hours as I thought of different names for this game. Naturally, I wanted this name to define the game, but I also wanted something memorable. This is a game about Gladiators and how they died for glory. The name had to mean something. The word “Glory” was an obvious choice for me; I knew right away that had to be apart of the name. But Glory alone wasn’t enough. I needed more and so when I thought of the word “Shadows,” I said, “That’s it!”
Now, with a game title in mind – SHADOWS OF GLORY – I set out to create a competitive gladiator game centered around Esports and team-oriented combat with voice communication, while at the same time offering a rich history third-person MMO-like experience, (minus a few PVE aspects such as no raid bosses). It had to feel memorable and I tried to design it so that the gameplay has an epic, cinematic quality.
I was always a fan of PvP in most MMOs because it was competitive. I wanted to incorporate the PvP aspect of MMOs with the pure focus of competitive gameplay. While raid bosses and other PvE aspects of MMOs can be fun, I felt that certain things didn’t fit for this vision. At the same time I kept certain aspects such as armor, equipment, inventory/vault, weapons, abilities, stats, Ludus (guild/clan), quests, leaderboards, towns to travel through with vendors and NPCs, auction houses, trading, and much more.
Teamwork and communication was a big factor for me. It’s hard to play a game that is competitive if you can’t easily communicate with your team and I want the game to be both challenging and engaging. So I created the Ludus “guild” so people can team up with Ludus members while in-game, and communicate with each other via push-to-talk voice chat that is built into the game. This allows for the ability to easily coordinate with each other while in the arena, or in town.
In development, I wanted to give each gladiator a back story. And, as the game development progressed, I decided each warrior, as well as each horse and chariot, would have a back-story, history and legacy. Then I thought that all NPCs and equipment, would have history and back-story too.
I designed the leaderboards so that every kill and victory is recognized. There is a big focus on the leaderboards to present stat tracking which shows who the top Gladiators and Ludi are.
My simple word document had gone from one page with a title to 30+ pages with nothing but bullet points and what I felt were “cool ideas.” After months of note-taking, I was ready to sketch my layout. “What will the game look like?” I thought to myself. I knew right away I didn’t want a candy-colored, cartoon look; I wanted rich colors, a dark feel and a mature polish to the game.
I quickly sketched several pages over the next few weeks as I tried to transfer my ideas from the original bullet point document into a game. SHADOWS OF GLORY was starting to look like a game and I could feel my vision coming to life.
The next step was to transfer crude sketches to a clean and defined layout. Working in Photoshop is where the real fun began. I spend nearly one year working in Photoshop, getting thousands of details worked out. The result was the SHADOWS OF GLORY Design Document, my development bible.
The Design Document includes every feature of the game in the form of a detailed graphic novel. It turned out to be 458 pages long.
With the Design Document complete, I created two concept trailers and a prototype. The prototype was created using Unity3D and the actual game will be developed through the Unreal Engine (UE4).
With my ideas solidified, a business plan was written so the game can be financially stable and self-sustaining.
Now that I have the design document, concept trailers, prototype and business plan complete, it’s time to put a team together and bring SHADOWS OF GLORY to life.
It took years, but I got to this point. There were challenges along the way and sometimes I thought of giving up, but I kept reminding myself: Never give up on your dreams, no matter how impossible they seem or how long they take to achieve.