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Oh, I'm not saying they shouldn't be there, just don't make it so everyone HAS to Grind. Like, do Quest A: Kill 10 Wolves, and then also do Quest B: Get 6 Slime Droppings (Medium Drop Chance), in the end you're Grinding, but you're also doing a Quest at the same time, giving you extra rewards, but don't explain it as "I'm killing Wolves for poops and hahas!" Because, then it makes it sound boring...
 
Jbrist":2fa0pozp said:
You might as well just use the RTP for it, unless you're having sprites to match the style, but meh whatever, your choice.

Have no fear - I finally found my newer Vengeance backups and found the charasets I needed. Wooh!
 

moxie

Sponsor

i'm not a big mmoer but one feature that would be really cool and would definitely tempt me would be a unique crafting system. i used to hijack my bro's ffxi(?) account just to craft a bunch of stuff. i've always found that aspect + playing merchant to be pretty fun for some reason.
 
Character graphic is now saved, and I got all the charasets the right size and shit.

bettergfx.png
 

Jason

Awesome Bro

That looks tons better, although yeah, cut between a quarter to a third of the width off for some sort of menu.

Also, can the text move onto the next line if you take too much space up? Or will we have to type one line at a time?
 
major weapon customization. Like, have weapons level up and increase stats, have them able to combine jewels from sockets/socketing, have them able to have enchantments and elemental affinities, able to be able to use either 2 one handed, able to use daggers for 2 hands, dagger plus main hand, or one two handed, or 2 shields. Have equipment be made from several levels of metals, light/soft/medium/heavy/hard/whatev.

for material gathering, do something fucking different than runescape or mabinogi. not click and wait three seconds, click and wait, click and wait.
like have three "slot" like bars, where the cursor moves back and forth fast, and have to click on a certain position. Getting a good spot has a higher chance to get good items higher level gathering has the cursor move faster. Additionally, have the option TO do a runescape-like thing, for the lazy bastards, but the chances to get good items are much less compared to getting the right place.
Fishin's easy. Just wait, put the exclamation sign when there's a fish, etc. add some stuff if you want.
Have random fishing and mining in dungeons, with higher chances, so to reward people are carry around a pick for no reason

make every tool a weapon, with certain powerful skills being unlocked when using shitty tools/weapons

have an archery competition. Add wind speed and direction. Check out that minigame from quintessence for an idea of what to do.

have a similar system from mining for tree cutting, but have it only go up and down one time. when it's at the top, click, and you have a higher chance of retriving material. Again, have a pass system like runescape, but moderately lower chances each swing.

Be able to create quests of your own for other characters to do. Kill an player, gather items, whatever. I don't get why no one's done this. Adds a shitload of replayability when you have thousands of gold and you set up 2 quests for 2 clans to kill each other. Additionally, you have to sacrifice your own experience and money BEFOREHAND, so if you never log back in the quest still works.

Make the level cap VERY high, with level ups giving smaller stats, and easy to level up (but not like 2 enemies and level up at the beginning). It's super fun leveling up, but boring when it takes FUCKING FOREVER to level up, spend all the points in 12 seconds, and have four more days of grinding.

Have subclass system, and then an extra subclass. Adds an extra point or two to a stat when leveling up. And then specialization and another subclass later, although NOT as endgame content for any of those. Besides fashion customization, actual statistic customization are one of the coolest things to have, seriously. It's enjoyable for casuals, and harcore players have much more strategizing and crap.

Being able to "equip" a couple of skills at once, like four or five at a time, while certain areas, like towns, allow you to change skills. Adds another level of strategy to the game, so that we don't just spam exactly what skill is needed for the dungeon. Also, equipment to increase skills lots.



.....too much?
 
Thanks for all the suggestions. When I get around to those bits I'll see about working it all in.

I definately want to cater for both farmers and questers.


Current thoughts on variable saving - each player has a file with a hash in it.

{
var1 => x
var2 => y
var3 => z
}

Etc, and this is saved to and drawn from every time a variable changes.


I'm not sure which would be more resource intensive. The above, or a mysql database. The mysql would be yet another connection from the server, and to be honest I don't know enough about it.

Bah I dunno. For now I will try hashes.

vars = table.load("filename")
-- add or draw from vars
table.save(vars, "filename")
 
Spent all day working on server-side variables, and, it works!

I couldn't get $game_variables hooked up to it but that's not a problem.

I just use:

variable(id)
setvariable(id)

So, basically, full and complete server-side saving. Not just x, y, map, charaset; but entire stats, quest logs, and everything.

;o
 
Ahahaha sorry had a bit of a blond moment yesterday. Finally worked out how to sync Game_Variables and Game_Switches with this system, so now I can just use event commands to control the server-side shit. Cool.

I'm going to make some basic quests to test the system out.
 
Major breakthrough: item save/load

Ok so I have major flu but all day I've been working on something that should be simple and trying to bloody debug it. Well, now it works.

Items are now saved and loaded along with game variables and switches.

Just need to:

  • repeat for weapons and armours
  • hook this up to the autosave and load but with some sort of test to ease load on the server

The save files on the server are now fully comprehensive and offer enough for a good game, I reckon.

The only thing I haven't thought about is self switches. I should really work on that as they are a vital part of an RPG Maker game.


For those interested, the save file on the server looks like this at the moment:

return {
-- Table: {1}
{
["a"]="b",
["gv_3"]="0",
["gv_1"]="7",
["gv_0"]="0",
["gv_5"]="0",
["items"]="5,20~11,1~1,1~18,8~3,99~",
["start"]="true",
["test"]="test2",
["testing"]="b",
},
}

gv_n denotes a game variable
gs_n denotes a game switch
items is a string formed from a hash
a, start, test, and testing are non-game-variables: at the moment was just testing, but they may have their uses later on



In the game I have made some uh... probably bad coding, but defined some methods that can be used globally for:

variable(x) (get a variable from the server)
setvariable(x, y) (set variable x on the server to y)
setitems (set items on the server to hash)
getitems (get items hash from server)
switch(x)
setswitch(x, y)

cprint (print to the chat window of the player)
gprint (print to the chat window of all players)




Update 22:21

Edited the gain_gold and shit so that gold is now server-side but controlled by the default event commands.
 
Script Support

If you have the time I have a script support topic I need help with:

viewtopic.php?f=155&p=773295#p773295






Battle System

I have decided the battle system will be in a battle scene - rather than on the map. This is to save lag and to unclutter maps.

It will most probably be a side view battle system.

Player versus Player?

PvP doesn't really work in a turn based system. However, something I was working on in the last version of Vengeance but never got around to was Simulated Player versus Player, or SimPvP.

Basically you enter the battle scene as normal, as if you were fighting a monster -- but as if by magic this monster has loaded its stats, equipment, and skills from a player's save file. You are fighting a computer controlled form of a legitimate player.

Actual PvP?

I do also want to have some actual PvP in there somewhere. This may be in the form of a second battle system - possibly an ABS, for group raids and such in real-time. I'm not sure; it's definately a route I want to go down though.

Loading

It's smallcakes but I fixed a minor annoyance which is a black screen for 2 seconds while the server gets your load data at first login; you now see this:

loading.png


I guess if you've never seen the short wait you wouldn't know but hey ~



How my mind works

Ok so nobody can even access the game even if they got my IP, but nonetheless I needed something to put on the news so...

newsscreen.png
 
Self Switches

It took fuckever but I finally managed to get self switches working, so now I can do pretty much everything that a normal RPG Maker game could. Pretty cool because it means event's stuff is saved whenever you reopen the game! No need for save screens, no need for save files, you can log in from any computer.

Black Edges

Thanks much and much to Zeriab who made it so that uh... basically the player is always in the centre of the screen; anything off the map shows as a black void. Basically I wanted it so that the player never has to go behind the chat window and is always in the dead centre of the map. Awesome!

endofworld.png


Maps

Current world:

world_1.png


Map Borders

newborder2.png
 
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