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Vengeance Online RPG

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Note: While there are a few screenies here, I'll be taking lots more the next few days.


Status: Offline until Omega Test

I started working with RPG Maker in 2004 and my game making experience has added up from there. Soon after the release of RPG Maker XP, I got into the Netplay project, becoming an active member of their community and attempting a few projects such as Lost Fantasy.

In late 2006 I saw the need to gear my efforts towards a viable outcome, a simple game that would work and allow expansion over time. This became the Vengeance project.


/\ Merchant skills are a way of earning money in Vengeance.

In January 2007 I began working hard towards Vengeance, posting my first project thread for it in RMXP.org in April of that year. By October I had hoped to get the game fully released. As October drew nearer however I realised that the game had gone away from the simplicity it had meant to be and become something too big, too unfixable, too expansive, to ever release. I tried pushing back the release dates until Christmas, then March 2008, until finally in August 2008 I flipped and posted the game in it's current state when someone asked me to.

I got my ass in gear, and began reconstructing Vengeance. Two weeks later I released it in a better form. Stripped from all the crap and unfixable areas, this was a very slimline version of the game, but it worked. From this I have begun a new approach to Vengeance - namely splitting it into two parts: vCore, and Vengeance.

In the time between then and now I have also seen the light and begun taking out almost all remnants of RPG Maker in the game. There are hardly any RTP graphics (just animations remain at the moment, which I will work on remaking at a later date). The scripts, while RGSS remains there, only form a foundation upon which to build, and much of the scripts are my own work. I have begun remaking Netplay itself in a new form which would be useless to anyone else, but provides a solid base for Vengeance that is actually tailored for the game.

1.png


While I cannot release vCore itself (as it would be pointless to anyone else, everything is tailored to the complex systems of Vengeance and would take far too much work to get working), I have tried to set up a forum where game makers can ask for support, post their works and scripting tidbits, and get some helpful tutorials (which I really should work on some more).



While this may be helpful to scripters, to those who don't know scripting as well Me(tm) is currently working on Netplay+ 3.0, a continuation of the Netplay project.

2.png


vCore is the tacky name I gave to the scripting side of Vengeance. It is worked on in a seperate project to the main game to make sure everything is fully working as it should be before trying to integrate it into the main part.

vCore apparently stands for Vengeance Core Online RPG Engine.

It includes a rebuild of the Netplay system. It does feature other people's scripts, but very few of them. This includes complex systems such as the UCoders NeoABS (in a highly editted form) which would be unfeasible for me to create myself with my limited battle system experience.

3.png


Alpha: Never released
Beta: August 2008 (now closed)
Omega: ETA March 2009 (if all goes well)

The Beta was held in August, and was quite successful. It highlighted a lot of vital errors to be fixed later on, and since then I have moved on from RTP graphics.

Screenies of the Beta:



4.png


It would be really helpful to have any suggestions you come up with for Vengeance, however silly. Not everything will be added, understandably, but still I'd like to hear from you.

Also, if you have any support queries I'd be happy to help.

My forums might be the best place for this support and suggestions, though you can post them in this project thread if that is more convenient for you.

5.png


Levelling in Vengeance comes from spending EXP points with class trainers. This provides you with either new skills, new items, or more HP or SP (thus raising your combat level).



This EXP has to come from somewhere, and there are several options available to suit most gameplay styles:

- Quests: These provide you with EXP and gold, usually, as well as special items. There are to be quite a few quests in the game with new quests released often.

- Dungeons: Both single player and multi-user dungeons will be a part of Vengeance. Like a quest that takes place in one dungeon, you will be given a task, such as defeating every enemy in the dungeon or simply making it from one side to the other, or finding an ancient treasure. Dungeons are repeatable and give gold and exp usually.

- Grinding: Some players hate this and it is not a requirement in Vengeance. But for those who do like it, it is possible to grind, by fighting monsters over and over or whatnot, gaining EXP and gold.

6.png


A selection of the enemies in Vengeance so far:

enemies-2.png


7.png


byrneshit.png


A screenshot of three of these four maps:

map_dec08_byrneshire.png


Note: The world is bigger than those four maps currently, I just haven't updated the map yet as the other maps aren't *finished*, just *nearly finished*.

8.png




9.png


I would like to, and am aiming to, release Vengeance commercially. There would be a free and paid version, the free version still being updated but to a lesser extent.

If this happened it would be a one-time fee of probably £10 GBP (for $ prices see a currency convertor, £to$ is ever changing).

There are adverts on the title screen which are designed to make money. There are no adverts in the actual game itself other than this.

At the moment about £600 has been spent on Vengeance though I'm not really counting as such. I'd like to make this back, but mostly the money made would go towards running the game.

I have built my own server for this, for some reason named Aurora, which hopefully will be enough to start with.

10.png


Vengeance is (c) 2007 (January) to 2009 Daniel Badger.

While (this site's) legal agreement may apply to this thread, this thread is merely to inform and gain criticism and no data, information, or images, may be reposted anywhere else without prior permission from the copyright holder (i.e. Daniel badger).

Playing Vengeance means you must comply to the Player Agreement, which includes the Game Rules and Forum Rules.

Licence for Refmap graphics:

Some of graphical data in this game are free game resources distributed by REFMAP (http://www.tekepon.net/fsm). You must not use the graphic data which is in this software for any purpose except playing this game. If you wish to use these resources, please visit to the website above.

11.png


vCore is based on Netplay+ by Mr.Mo, Me(tm), and Trebor777, based on the works of Destined, GoldenAura, and SuicideManic.

vCore Credits:
- Daniel Badger
- The Netplay+ Team (See above)
- S S Muu
- UCoders (Mr.Mo, Trebor777)
- DerVVulfman
- Near Fantastica
- SephirothSpawn
- NoWaySkill
- Zeriab

Vengeance Credits:
- Daniel Badger
- Refmap
 
The different editions idea sounds nice, but if you're gonna be spending your own money, that might be a little costly. If some people don't purchase some of the other non-free editions, then you'll be losing money. That's what I don't like to happen.

I like the general idea of the game. It appears that you've put a tremendous amount of time and effort into making it what it is now. I just hope you don't lose sight or track of this project. (since you plan on making it commercial)
Personally I would p2p if it's good enough.

I would suggest, and I'm not saying for you to do it, that you make a free-play download, or even a trial version like most MMO's tend to do. Then make it a 1 time fee to purchase the full game with different options for them.
Just a thought.

lackluster;199389 said:
馬鹿である
Nuff said.

So desu ne.
 
Basically, what I was thinking of for cost was:

Free edition
Contains a limited amount of gameplay, around 10-20% maybe
?FREE

Download edition
Contains the full game but no added extras
?7, download only

Standard boxed edition
In a box, sent through mail, with extra shiz
?10 + p&p
(Basically, the cost to produce the stuff would amount to around ?4 taking VAT into account).

Collector's boxed edition
Same as standard but with lots of extra stuff
?20 + p&p
(The cost of making this would be around ?10, based on my thoughts at the moment).




OMG!!!!!! You make yourself scripts for your MMORPG ok? But i never see the Scripts in another place, VERY GOOD BOY!!!!!

OMFG!!1!!!1oneone!!!1!!!! I not make scripts by myself, ok? Base system by Netplay+ created by Meâ„¢, Mr.Mo, Trebor777, and others, as it says in the credits, ok? The scripts are in another place if you look hard enough, VERY GOOD BOY TO YOU TOO!!!111oneone!!
 

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Wyatt;199653 said:
Basically, what I was thinking of for cost was:

Free edition
Contains a limited amount of gameplay, around 10-20% maybe
?FREE

Download edition
Contains the full game but no added extras
?7, download only

Standard boxed edition
In a box, sent through mail, with extra shiz
?10 + p&p
(Basically, the cost to produce the stuff would amount to around ?4 taking VAT into account).

Collector's boxed edition
Same as standard but with lots of extra stuff
?20 + p&p
(The cost of making this would be around ?10, based on my thoughts at the moment).






OMFG!!1!!!1oneone!!!1!!!! I not make scripts by myself, ok? Base system by Netplay+ created by Me?, Mr.Mo, Trebor777, and others, as it says in the credits, ok? The scripts are in another place if you look hard enough, VERY GOOD BOY TO YOU TOO!!!111oneone!!

I shall sponsor this with my massive credit card max limit! O_O
 
The free version will be slightly more than just a demo as unlike a demo, it will still be updated and expanded over time, and wont be discluded from special events etc.

Imagine like this: the paid version will be updated 5x more than the free version. Or something like that.
 
Wyatt;199671 said:
Dude,... how can something look laggy?

And of course I'll be converting to 2.0 :)

Lmfao. One of the few times I actually laughed when I read something.

Anyway, good luck with the game. I'd be happy to play it when it's released. ^_^
 
Well, the first quest and cutscene has been made, it's called "Monty and the Naga". I was gonna call it "Monty's Python", but er... hehe.
 
Security!

I have put a fix for two known security issues:

-Debug
It checks to see if the $DEBUG flag has been taken off, and if so, posts a message, closes the game, and *will* send your IP address to the moderating team. (Can't do the last bit 'till 2.0 comes out).

-Unencrypting the game
The game now checks to see if the game is encrypted or not, if it isn't, it shows a message, closes the game, and *will* send your IP address to the moderating team.

Screenie:

http://img.photobucket.com/albums/v108/ ... gotyer.png[/IMG]

In case you are thinking well, I'll just unencrypt it and delete the script, it's done like this:

In one large script,

class Some_Name
def initialize
do_next_method
end
end

In another,

class Some_Name
def do_next_method
do_3rd_method
end
end

...and so on, and each is duplicated. So, if you did find one of the script chunks and deleted it, it would get a noMethodError anyway, either that or one of the duplicated would run instead.
 
The game looks good. I like the whole idea behind it. Fighting same levels is alright i guess. I would rather fight in a level range, like 5 levels lower or higher.
 
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