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BTW wyatt, you should look at Odyssey's battle system.

its not THAT good, but it has a nice base.

Instead of fighting enemies all the way, you try your best to run away from them, unless its a boss fight. :P

That + TRUE Zelda ABS system = Single-player quality with other players running around.


MOST MMORPGS HAVE A CLICK THEN ATTACK BATTLESYSTEM WHICH IS WORST THEN RUNESCAPE.
 
Sorry for the severe lack of updates here, Uni is very time consuming and takes all the fun out of making your own game :{

I'm in the process of setting up my own irc server which I can use as a chat server for Vengeance. I'm hoping this will allow me to code new features into the services bot and so on, and will allow more freedoms over what I can do on the server and channels, etc.

I'm not trying to compete with Slacked, they're still the better choice for your communities. It will however be an open channel so you're welcome to join if you really want to.

The link will be:

irc.the-kingdom.co.uk
irc.vengeance-rpg.com

It's not up yet.

I don't have much [any] experience with running an IRCd so this will be both an annoying and learnful experience I hope.

The channels will probably be: #lobby #vengeance #support #kingdom



Hopefully this will make getting IRC working in Gamemaker easier!
 
Just to prove I'm not just squirting vaporware again, the IRCd is now set up.

You can access it via:

irc.vengeance-rpg.com

(Soon you'll be able to irc.the-kingdom.co.uk, gotta wait for the DNS shits)

Services aren't set up yet but you can join and shit. Channels are #lobby #vengeance #support. (If you /list on startup you can see them all with stats)

I've got some plans for this which I'll outline later. For now aur0ra is an ircd running on an ispeeds shell. ~


Mibbit link to #lobby:

clickme
 
The ircd is now fully set up as well as services (Charybdis and Atheme). Unfortunately I didn't realise services would take up a background process so I'm going to buy an eggdrop account to go alongside to run the game bot.

The game bot eh? How's that going to work?

Well, here's my plan.

------------------------------
1. Player sends a message to VengServ
2. VengServ checks the player is legit, if so, relays the message to all players
3. The game receives this message and does something with it
4. If needed, VengServ corresponds with a MySQL database
------------------------------

I don't yet know how I am going to do this but I'm sure it's possible, it sounds simple!


Messages to be sent will be like so:

MSG GameServ ACTION x y z


The eggdrop will check first of all the ident of the player, then the VERSIOn (which will essentially be a game password). If they match up the action will be relayed, if not the player will be kickbanned for cheating.


Action list: (prelim)


S x - - change sprite to x.png
D x - - change direction to x (essentially moves the player, as direction can be 0)
V x y - - change variable 
 
this is looking great, i must say. but i feel the need to ask, are you running the server from your own computer? (sorry if this is a stupid question)
 
ah, i see. thanks, you just helped me greatly. and as i said, this is looking nice so far. and there are some things i could possibly help with if you need. like, you mentioned using a z axis for things like jumping and such?
 
Essentially for a z-axis all you need to do is play around with the "depth" variable of an object. Use that in variable sets and variable tests.
 
actually you know, i just remembered the depth variable, i haven't used GM in like 3 months. i've been using flash more as of late. but yeah, i thinking jumping and such should be easy enough.
 
I've ordered a 3 process psybnc/eggdrop shell so I should be able to set the bot up soon. Or rather, try and script the scripts for the bot, lmao.

If anyone's interested I'm paying $6/month for the ircd and $4/month for the eggs/psy. Plus £5.40 a month for my web hosting... Still, not -overly- expensive I guess.

If this works in the end... then this could be a pretty cheap "gameserver".
 
Ah, I see. Well, IRC bots aren't all that hard. It's finding a webhost that'll let you use the features you need for them that's hard(assuming you use PHP) xD

Like, I use Zymic, and i tried to run an IRC bot, and it said i had to pay for the PHP functions i needed to run it :haha:
 
Original thread: viewtopic.php?f=78&t=19951

venglogo3.png


What is Vengeance?

Welcome to Vengeance Online RPG - a long in production scripting based project in RPG Maker XP. It started out as Lost Fantasy at the dawn of the Netplay project in 2005. From then it has grown into one of the most followed RPG Maker games of all time. It was released in beta for a few months in 2008 but then production died down due to me starting University; I have since relaunched the project and to be honest more has been done the past month than was done in the past five years.

Vengeance as a name came around in January 2007, when I decided to relaunch the game as a PvP only model. This didn't last long and it soon became a fully fleshed game; I created 30 hours of content and was ready for release Hallowe'en 2007 - pushed back to Christmas 2007 - pushed back to August 2008 when Necrile said "just release what you've got already". I did so, and we had fun with a broken and unplayable mess which stayed online for three months. Back to the drawing board.

Vengeance as it stands now has been remade from scratch, only the storyline and some mechanics have been kept. It is built up from the Netplay+ series of scripts but "largely edited".

What is V|NET?

V|NET is a pretentious name I have given to my version of Netplay. It is a "heavily edited" form of Netplay+ 1.6.3, and includes a lot of new innovations, increased security, and functionality that was missing from the original project. It is highly centered around Vengeance and would likely be no use to anybody else.

New features include:

  • Server-side save and load: probably the single most important feature of Vengeance and the most difficult to achieve. I finally got this done. This means increased security, increased playability, and a more fun game. No more save files or being tied to one computer!
  • Complex chat system: methods for printing to the chat box or to all players, methods for sending things through chat (commands seen in IRC such as /kick, /whois) and systems for alerting the player when they are typing too much, etc.
  • Server-side security: the game knows if you are in a map you shouldn't be or have an item you shouldn't have. It knows if stats are being raised too quickly, or if gold/exp are rising at a rate not attainable in the game.

Custom Work

The game's graphics are by First Seed Material ("REFMAP") and are fully credited in game as required. A lot of graphics are however custom made by myself.

Scripting wise while I am using other people's work as placeholders, my aim is to have every script remade by myself and tailored to Vengeance.

The battle system is a custom system developed using the DBS as a base, and is side-view. This is unique to online gaming, and will feature SIM-PVP (Simulated Player Versus Player) combat, using player's save data to create a computer-controlled version using their stats, equipment, and playing style.

Current Screenshots



The World So Far

tiben.png



Updated 31/8/10

I need your input

What do you want to see in Vengeance?

This is a completely new system -- anything is possible. What do you want to see in your casual MMORPG?

Commercial Aspirations

The game is probably going to cost about $6.95 per server per month to host.

I am going to need a payment system of some sorts.

Current thoughts is the low cost of $10 - a one time fee - getting you full access to Vengeance.

Free players may experience player amount caps on the servers during peak times, depending on server load. Will have to do stress tests to find this out. Paying members will get priority.

Paying members will get 3x the amount of updates of free members.

To begin with only paying members will be able to play, until 6-12 months of hosting is paid for (that means 4-9 paid members); after that free players will be allowed in as then we'll know the game is not going to go offline!

I would greatly appreciate it if prospective payers could post here to let me know they would be interested, so I can gauge what I need to provide.





Credits

Base Engine
Enterbrain

Graphics
Refmap
Mouse

Scripts

Netplay+
- GoldenAura
- Mr.Mo
- Me™

Keyboard Input (tbr)
- CyberSam
- Near Fantastica
- Mouse

Anti-Lag (tbr)
- Near Fantastica

UMS (tbr)
- ccoa

Thanks to
- Destined, for creating MNetplay (the forefather of Netplay+)
- Zeriab, BlueScope, Kain Nobel, and #hbgames for invaluable help debugging scripts

tbr: to be removed/replaced, will not be in release






I'm gonna commit a major fopar and say -- sorry this thread isn't finished and I'll work on it later. I have the obligatory 3 screenshots and a link to the old thread which contains a lot more! Really all I need is your input on what the game should include; I will be actively posting here erryday to update on the things I'm working on and hopefully a release could be very soon.

comonet2.png


(c) 2007-2010 comonet
 

Jason

Awesome Bro

Oh shit you're actually doing it, you're making Vengeance again!

You might as well just use the RTP for it, unless you're having sprites to match the style, but meh whatever, your choice.

What have you got planned in terms of HUD and GUI?

Is it point and click or can we move with the arrow keys, or is a mix of both?

And as what I'd like to see... a party/clan/guild system, and groups of 4-6 players fighting big bad bosses, since that'd be pretty fun to do. Maybe somewhere where PvP is enabled, like the Duel Arena from Runescape or something. Quite a few classes for more styles of gameplay (I love games with tons of classes), or maybe when you get to a certain level, your class improves, so start off as a Fighter, level 30 you switch to knight, level 60 you switch to a paladin, level 90 your final job is guardian or something... I don't know, just an idea.

So yeah, since it's a casual MMO you're going for, a grouping system of some kind.
 
Thank god you are working on this again. I was starting to get worried :eek: Anywho, I think vengeance should worry less about questing and such (at least at first), and just make mob farming and be able to show off equipment. As most mmo gamers know, any mmo is about 50% game and 50% fashion show. I mean this in the fact that players will go to just about length to get an awesome looking piece of armor (even if it isnt necessarily good), just so they can go into a city and show how awesome they look. So at first, I would like to see a couple of hard quests to get cool looking pieces of armor, and then lots of mob farming in exploration.

tl;dr- Exploration, mob farming, equipment flaunting.
 
Mob Farming / Grinding is boring. No matter how you try to sugar coat it, I actually like Questing, a lot. Especially if it's set up in Lore and such, mmmm, Lore. I also agree with the Grouping with friends to get things done, like a small group of 4 Members (Including yourself), and then maybe Grouping with another Party to kill bigger things? Like a Raid? That's the kind of stuff I'd like to see.

As well as a Multi-Class System, not like Final Fantasy where you can mix and match though, more like WoW, where you can choose your Primary Class, and maybe through Talents specialize it in a certain way, like an Arms Warrior is a Gladiator, a Fury Warrior is a Berserker and Prot Warrior is a Guardian, y'know? But in the heart of it all, all three are Warriors.

So; Quests, Groups/Raids/Dungeons?, And Classes.
 
No matter how high the level cap is, there should always be an option to grind creatures near your level to level up. People like me love to grind, so its a simple solution to cater to a whole demographic.
 
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