Glinaur is made by one developer. Whether you want to know when the alpha opens, write quests, make art or music for the game, or pass on a good tip, this page is for you.
How it works
Open arms, honest odds
- Everything is read
Every contribution is looked at and weighed against the game as it is and as it is meant to become.
- Nothing is guaranteed
Sending something in does not mean it ends up in the game. What fits is worked in where it can be, sometimes reshaped to fit the world.
- Tips count too
You do not need a finished piece. Recommendations and tips are just as welcome.
Not open yet
Signing up and sending in cannot be done from this page yet. How it will work will be described here.
Alpha notice
Hear when the alpha opens
The alpha is when a small test group can create characters, walk the first city and its surroundings, and try everything that is built, in the browser, phone included, with real accounts. Sign up to get a notice when it opens.
- DECIDEDNo date
The alpha opens when the work it depends on is done: the game’s storage moved to a database, then hosting. Nothing here says when.
- DECIDEDA small group first
The alpha starts with a small test group with real accounts. How testers are chosen is not decided.
Quests
Write a quest
Quests are in the game: four in Mudbury show what the quest engine can do, and more are added as content, without code. The world’s story is meant to be learned through quests, and some places still wait for the people who will give them.
- IN GAMEWho gives quests
A quest board, the people of a guild, shop or school, and townsfolk in the streets. A guild quest gives lifeskill experience, most others combat experience. Every NPC starts with a conversation, and some choices only appear for a character with enough Charisma.
- IN GAMEWhat a quest can ask
Six kinds of goal: kill, gather, deliver, talk to someone, reach a place, and survive for a while. A quest can hand you the next one in a chain, have a time limit, or be taken again after a cooldown, and the giver can hand you an item to carry.
- DECIDEDHouses still waiting
In Mudbury, the Harbour Office and the Archive are kept for people who will give quests. Nobody stands there yet.
- DECIDEDThe mystery
Who the Ascendant is, and why the newcomers came, is to be learned through quests and the lore that follows. The answer itself is not decided.
- DECIDEDQuests that teach a myth
On the mythological continents, the people who give quests and the quest texts are meant to show how the mythology is built. The Nordic one comes first.
- DECIDEDA first quest with company
NPC-led parties are to take beginners to a quest goal and back: a first taste of protect chains, buffs and healing.
- IDEAWhich kinds?
More goals are named, such as blocking a number of strikes or making an item, and so are master quests, escort quests and pet chains. Which quests the game gets, and which world and holiday events, is open.
What helps: who gives the quest and where, what the player does, what it rewards, and what it reveals about the world. A quest does not have to solve the mystery; it can open a door to it.
Read the lore first →Game art
Draw for Glinaur
Every picture in the game today is placeholder art. Real art is a pass of its own, and help with it is welcome.
- IN GAMEA picture for every square
Each of the 310 squares is a scene with its own picture, the background for everything that happens there.
- DECIDEDMonsters and people
Monsters and NPCs are figures on a transparent background, standing in the square’s picture. The monster pictures are meant to be among the game’s best art.
- IN GAMEPortraits and items
A portrait for every subrace, and a picture for every item, from a rusty shortsword to a gold ring with ruby.
- IN GAMEThe interface
Buttons, frames and small marks of dark iron and worn oak, shaped by what they do.
- IN GAMEStill missing
The map symbols (one for each kind of house and place) do not exist yet; drawn stand-ins are shown.
What helps: a few samples of your work, and which part of the game you would like to draw for.
Music
Music for the world
Music and sound are a goal for the game. What the music should sound like, and where it plays, is not decided, so tell us what you hear.
- IN GAMEPlaces with a mood of their own
Mudbury and its sewers, the Meadows and their cave, the Deepwood and the Wolf Den, the sealed shafts of Mine Mountain, and the Burnt Coast, where a continent struck the shore.
- IDEAHow music is used
Per place, per fight, per moment: how music fits into the game is open. Thoughts on that are welcome too.
Tips
Recommendations and tips
A mechanic you think would fit, a book or a tool, something on this site that is unclear: recommendations and tips are welcome.
The open design questions, where suggestions have the most room →