Now in beta release: www.afar.ws
Afar is a free to play MMORPG created in RPG Maker MV.
Afar has been officially launched in a very early Beta form. Please take this into consideration. There is not yet a lot to do: there is no battle system, no trading, no shops and no enemies.
What there is is the very basic early game and various multiplayer enemies built into a solid base from which to build from. This includes a built-in chat system, in-game forums, and various server-side saving of data systems.
Everything for the MMORPG functionality has been created by myself. Community resources and scripts are used for other aspects, but the core system is of my own design and creation. as such, if you would like help in planning your own MMORPG, while I do not have time to do your work for you, I am happy to answer any questions and offer my thoughts on your systems and their design.
Afar is intended to be what I call a Cooperatively Created World Game. What that means is that the actions of players affect all players. If you beat up a merchant, that merchant will be unavailable to other players, unless they heal them. This expands to an entire world level, and if players are on average losing to vampires, vampires take over more of the world. This is not yet implemented, but keep in mind that this is the end goal.
Afar has a lengthy history starting with my first RPG Maker projects back in 2004. I won't bore you with the details, but it is the spiritual successor of relatively successful games Vengeance Online RPG and Afar, the latter of which I have continued the name of (and which I will now call Old Afar). Old Afar was online for five solid years and amassed 1,500 players, being created in JavaScript and PHP. It was not a fully graphical game and while complex had various issues that meant people didn't stick around for long.
Afar is a free to play MMORPG created in RPG Maker MV.
Afar has been officially launched in a very early Beta form. Please take this into consideration. There is not yet a lot to do: there is no battle system, no trading, no shops and no enemies.
What there is is the very basic early game and various multiplayer enemies built into a solid base from which to build from. This includes a built-in chat system, in-game forums, and various server-side saving of data systems.
Everything for the MMORPG functionality has been created by myself. Community resources and scripts are used for other aspects, but the core system is of my own design and creation. as such, if you would like help in planning your own MMORPG, while I do not have time to do your work for you, I am happy to answer any questions and offer my thoughts on your systems and their design.
Afar is intended to be what I call a Cooperatively Created World Game. What that means is that the actions of players affect all players. If you beat up a merchant, that merchant will be unavailable to other players, unless they heal them. This expands to an entire world level, and if players are on average losing to vampires, vampires take over more of the world. This is not yet implemented, but keep in mind that this is the end goal.
Afar has a lengthy history starting with my first RPG Maker projects back in 2004. I won't bore you with the details, but it is the spiritual successor of relatively successful games Vengeance Online RPG and Afar, the latter of which I have continued the name of (and which I will now call Old Afar). Old Afar was online for five solid years and amassed 1,500 players, being created in JavaScript and PHP. It was not a fully graphical game and while complex had various issues that meant people didn't stick around for long.