Citadel of Sorcery is being created by a independent Software Developer called MMO Magic. We are comprised of a small group of game industry professionals.
Many of our team member have experience in their field from working at other game companies over the years. Our producers have all shipped multiple game titles, our Lead Designer has designed many shipped titles, our Writer has written several fantasy book series, our artists have created art for many games on the market, our programmers are cutting edge engineers with credits on some great games and many of our level builders have over thirty years experience creating games.
When we say that our core team are professionals, we mean it in the fullest sense of the word. However, we are also seeking new talent to add to our core group. If you are ready to be part of the most exciting MMO project ever conceived, then feel free to contact us (see the 'Join the Team' section).
Currently we are creating an 'extreme' prototype of Citadel of Sorcery. This is not a typical prototype, or Tech demo. We're making a fully playable game, with all significant technology in place, as well as full demonstrations of all game play elements. In other words, the prototype is the full game only missing some additional art and level building.
Once we are finished with this extreme prototype and add a publisher, we will then be looking to hire additional personnel to expand the team significantly while we finish the game art and level building.
How long have you been working on the game?
We've been working on the game engine for a long time, but we started work on the CoS MMORPG game in 2005. Due to this, our technology is very far along, but the game art and level building have a way to go. As far as the design goes, we've spent a lot of first years perfecting what we think is the best MMORPG game design ever imagined.
We hope to have the extreme prototype completed as soon as possible. After that the schedule is up to our future publisher. I will say that because this is an extreme prototype, once we go to a publisher we will not be all that far from the release date.
When it comes to programming a game, the old adage is true; you cannot create a baby in one month with nine women. However, we will have the technology for this game complete soon. Now when it comes to art and level building, you CAN throw more people at the project and complete it in a shorter time. This is why it COULD be done fairly quickly after going to a publisher. All the tools and technology will be ready to go, some of the tools are already working, and the rest soon to follow.
But, because we wanted to build the game functionality prior to showing this to a publisher (so that we could show them that the risks in such an innovative game have already been tackled) we have had to work with a smaller team... which means longer development time. We know you are all impatient, but in some ways, the only likely way this new kind of game can be made is by an independent developer who takes their time. We will not be rushed into making this just another clone of all MMO games out there, and we will take however long it takes to accomplish our goals. We hope you will think it was worth the wait.