Inspiration
I was inspired by the classic fantasy MMORPGs of the past and the desire to build a truly immersive world that anyone could experience. I wanted to bridge the gap between traditional gaming and the next generation of virtual reality, allowing players on mobile and in VR to share the same adventures in a seamless, mythic world.
What it does
"Azerion: Horizon Worlds" is a cross-platform MMORPG where players can explore a vast fantasy world. The game's core is a deeply rewarding dynamic inventory and drop system, ensuring that every enemy defeated and every quest completed provides meaningful, valuable gear. This turns every adventure into a thrilling treasure hunt.
How we built it
The project was built by focusing on the core gameplay loop first. I centered development around the idea that finding new gear should be the most exciting part of the game. I designed the inventory system and loot tables to be the primary drivers of progression. I also created all the initial assets, from the weapon and potion icons to the game's cover art, to establish a cohesive visual identity from the start.
Challenges we ran into
The biggest technical challenge I faced was with dynamic asset loading. While the game's core logic works across platforms, efficiently loading high-quality assets on demand to maintain performance on both mobile and VR devices proved to be a major hurdle. It's a complex problem that isn't completely solved yet.
Accomplishments that we're proud of
I am most proud of building a functional cross-platform experience and creating a core gameplay loop that feels genuinely rewarding. Despite the technical challenges, I was able to find a workaround to ensure a smooth experience for players. I am also proud of successfully creating the initial visual assets that give the game its unique feel.
What we learned
I learned the immense complexity of managing assets for multiple platforms and how critical it is to have a robust system from the beginning. I also learned that a great gameplay loop, like a rewarding loot system, can be the most compelling reason for players to keep coming back. The immediate next step is to continue refining the core systems and resolving the asset loading issue. I'm excited to begin implementing foundational RPG mechanics to build upon the core gameplay loop.
- Level system
- Character stats
- Dynamic enemy spawning
I also plan to expand the world with new zones, quests, and enemies, and am eager to gather feedback from a beta community to help guide future development.
Bugs
There are some known bugs that I'd like to fix soon.
- Single-player: The game can only be played alone for now because I was not able to find the appropriate way of providing the GUI for more than one player.
Built With
- horizon
- javascript
- typescript


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