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Happy Christmas Eve-ness.

Still no luck with the request I was after for the server to be remade, but then I haven't been paid my Christmas bonus yet so... meh. I'd be fine with the C++ server, if only I had the source code or it wasn't illegal to hack it. (Why did SuIcIdE mAnIc have to leave!?)

Anyway, thought I should post this here for some weird reason.

Plans for 2008

March
Release of Vengeance Online RPG (free edition)
Equinox event, with minigames, point leaderboards, and free gifts
Full version goes on sale

Summer
Huge global event - our first WAR
A war is a series of battles, each battle being a series of different maps with enemies to fight - the more people complete the maps the higher the war total becomes, when the war total is achieved tells the end of the battle and also the battle's result.

October
All Hallow's Eve event, (minigames, etc)

November
Release of the Winterborn campaign, the first paid-members only campaign.

December
Snowfall special event (minigames, etc)

March '09-ish
Free-player campaign *possibly*



Note that these are just plans, nothing more.
 

Injury

Awesome Bro

I intend to buy this game when it's released. For Support mostly :)

I like online games, and I love RMXP...both should be fun!

Looks awesome btw!
 
For the members release about how many quests do you have planned?  How big is your world going to be?  Approximately how much playtime am I going to get out of it?

I just want to know your approximate tallies of sizes and amount of quests and things.
 
Free:
Inquisition campaign: 30 chapters -ish
Quests already made: 13 (and rising)
New quest releases: I dunno, probably 1 or 2 per month, maybe more

Paid:
The above, in addition to:

Dwarvern areas (which will begin with around 4 quests)
Winterborn area (which will have around 3 quests to begin with)
Extra quests around the Inquisition campaign world (unknown how many, call it 3 for now)

Plus, on average one new quest, area, or large update per week.

Plus, the Winterborn campaign (planned for November-ish) will add around 20 quests and a whole new world.



Size of the world...

The world is made up of large maps. Each map is on average around 200x200 tiles in size, and there are at the moment the following areas (in order of appearance):

Aramidia
The Myre
Golda'ea
Green Forest
The Desert
Avalon

And yet to be made:

Free:
Daemonic Planes
Fortress of the Absentis

Paid only:
Dwarvern Area (unnamed as of yet, it's an underground city made up of tunnels and such)
Winterborn (name of an area)
Possibly more through the weekly updates
All the areas from the Winterborn campaign (unknown how many)



Note that this doesn't include interior maps and dungeons. The Halls of Jarin is a vast area and is entirely indoors, for example. Or the Catacombs dungeons.




So basically, as you can see, from the start paid-members don't get that much. But as the weeks go by paid-members get more and more, while free-players still get updates but not as many.

Something else is classes, which are an important part of the game, since you don't level up as usual, you instead gain skills from classes.

There are at current the following:

Adventurer
Swordsmanship
Necromancer
Infernomancer
Healer

And soon will be:

Druid
Mage
Witchcraft

While these classes are available to all, both free and paid, there is only so far you can advance as a free player. Classes have on average between 5 and 10 levels. Free players can only reach level 5 in any class, whereas for paid members there are no limits.

So paid members have access to a wider range of skills.



Holy great big block of text batman!

Consider this a new post and me not wanting to double post, sorry about the giant text wall...

Since posting the above I've created two new quests.

Legend of the Sahagi
Location: The Desert
Start: Woman, desert camp of Rin

This quest involves two battles. One is against a quite difficult foe on his own, to obtain a key. The other is against several smaller foes, who surround the chest. (You don't have to fight them, but it would help.) The reward is strange at first but if you think carefully you'll unlock another quest (yet to be made).

Passage
Location: Avalon
Start: Girl, village of *unnamed as of yet*

This one simply involves taking a young girl from one village to another, along a straight forward path... that's surrounded by Orcs... and bosses... and she must survive 'till the end... and she's as weak as you were when you started off... and she replaces one member of your party. Yep, that should be easy.

Random picture of the week

http://img.photobucket.com/albums/v108/ ... 8dec01.png[/img]
 
I just made my favourite event ever. I dunno why, it just is.

Camelot is one of the only cities to have it's own postal service, ran by the Guild of Postmen. A postman runs on a constant loop, walking all around the city to every mailbox, checking them for mail, then going back again. If you meet him along the way, you can (if you are that mean) attack him, and steal his post. There's a 25% chance you'll be able to take his Post Office Regulation Hat, and a 25% chance you'll be able to steal a letter containing money.

There'll be a quest soon, for the post office, called "Of Postmice and Postmen".

Here's a small screenie:

http://img.photobucket.com/albums/v108/ ... 0dec01.png[/img]
 
Great ideas as always. I'm just curios if you will divide the maps into smaller parts or not? cause it might hurt performance.
 
I was thinking of doing that, with a map-links type script. The trouble is the amount of maps this would need - RMXP only supports 999 maps in total. Sounds like a lot, but counting interior maps and such, it starts to look very small.
 
you can use a script to increase the number of maps and then use a secondary project to create the maps in and then import them.

The real problem is the switches :-p
 
:eek: I never knew there was a limit on switches... I just looked, thankfully I'm only on 188 out of 5,000. :) Oh and yeah, I could do that with maps. But I think that'd still screw up teleports and such, as they'd be going to the wrong maps, or maps that don't really exist, etc.

By the way, posted this on my forums, but as nobody ever visits there, thought I should post it here:

I'm moving web host, as my one is shutting down. It's a bit of a setback as it's £5.33 for the cheapest option (14 months at Servage, they change VAT so the price they say isn't what you get...) But it's a good soluton for the future (120 GB bandwidth a day, 360 GB storage), a free domain name (so we'll be moving to something like www.vengeance-rpg.com rather than .co.nr), and it can automatically install things such as Wikis (which I was planning on for a sort of online-manual for the game). Basically it's £64 a year but good).
 
Wyatt":u451caxs said:
:eek: I never knew there was a limit on switches... I just looked, thankfully I'm only on 188 out of 5,000. :) Oh and yeah, I could do that with maps. But I think that'd still screw up teleports and such, as they'd be going to the wrong maps, or maps that don't really exist, etc.

By the way, posted this on my forums, but as nobody ever visits there, thought I should post it here:

Teleporting is not bad if you use a script call instead of an event command ;)

Also for extra switches, use and advanced trigger system and just add more switches like $game_switches[9999999]
 

Spoo

Sponsor

Gah! What I wouldn't give to play this... Looks great, and I'm glad you chose to go with the RTP graphics rather that HK. They look a ton better. If executed right, this could very well compare up to Runescape, Wyatt. Good luck!
 
Thanks :)

Though I think RuneScape is a bit of a far-off fantasy. 1 million paid members, and normally around 150,000 people online at any given time, just sounds a bit high for an RMXP game. :)

I've grown to like the RTP quite a lot, though a lot of the pallettes need changing, as the people have weird hair colours, that often don't even match what they are wearing. But that's simple, as the RTP is so easy to recolour.

I said the release date was March '08, but this is just an estimate. It could be months before then, it could be months after then, there are just too many factors to think about that could affect it.

By the way, any Lua programmers click the link in my sig. You know you want to... Muahahahaha.
 
The thing I absolutely adore about an Online RPG made with RMXP, is the ability to easily add new maps, quests, and items. There's no hard work involved, as with other online games, such as ROSE Online and Ultima Online.

I really want to see this project succeed. It's been my dream, even, to have my own ORPG made with RMXP, but if someone else completes a successful one, that's more drive for me to develop my own, and know that is is possible. Good luck with the game, Wyatt, you have enough dedication and drive to make this happen.
 
Thanks!

New updates:

I've scripted in a sort of ATB-guage type bar. Basically, when you cast a spell, use a skill, or whatever, this bar resets to 0. It rises gradually while you are doing nothing, and when it reaches max, it becomes orange. Then you can do a new action, such as attack, use a skill, etc. So, like the bars in Final Fantasy, or other games.

It's a tad bit glitchy at the moment, but it will be fixed. :)

http://img.photobucket.com/albums/v108/ ... /5jan1.png[/img]
 

Spoo

Sponsor

I think a spell cooldown is a great idea. Not only does it prevent animation lag, it's also an anti-cheat to prevent people from casting a mega spell over and over again.
 
Indeed.

I'd just like to note that while the heroes (non-player characters) don't have the bar, they still have a smiliar concept. But since you don't play as them all the while it's a bit of a waste of resources to show their bars.

As far as spell cooldown is concerned - I could have it so that depending on which spell you cast, the ATB bar recharges differently. For example if you attack, it takes 1 second to recharge. If you use fireball, it takes 2 seconds. If you use "Summon Supermegahappydragonfire" it takes 10.5 seconds, etc.

More random things while I am typing:

-Slow makes it recharge 2 times as slow. I.e. 1 sec becomes 2 sec.
-Haste makes it recharge 1/2 as slow. I.e. 1 sec becomes 0.5 sec.
-High Fatigue makes it recharge 3 times as slow. 1 sec becomes 3 sec, etc.

When attacking only, not using skills, there are other factors that come into play. This is the weapon's speed attribute.

Speed 1: Very Slow
Example: Halberd

Speed 2: Slow
Example: Longsword

Speed 3: Average
Example: Shortsword

Speed 4: Fast
Example: Dagger



Weapon Stats

The player, in Vengeance, has but two stats to worry about: HP and MP. Anything else, is completely down to either the weapon you are using, or skills raising the stats of this weapon.

Weapon stats are as follows:

B - Base damage
R - Random damage
% - Hit rate
S - Speed

Here is an example:

Bronze Sword
B | R | % | S
1 | 3 | 70| 3

What this means is, the weapon deals 1-3 damage, with a 70% hit rate, and is an average speed weapon.
 

Spoo

Sponsor

Sounds complicated. I think a good idea would be to let the weapons deteriorate over time, depending on the weapon's recommended Lv. of use. For example:

PL - Player Lv.
RL - Recommended level for use.
DR% - Deterioration rate

|PL|RL|DR%|
-------------
|03|05|02%|

So, saying the player being Lv. 3, and using a level 5 weapon, the weapon decreases in performance at a 2% rate. It'd be your call what the rate really would be, but I thought the difference in the Lv. and the Rl. would be good.
 
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