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Kingdom of Auspiex Online -

CIPWM74":3ixmage1 said:
That quote didn't mean a thing, ya know?
Auspiex = Whole World?
Kingdom = Land With A King Ruling It.
Am I bursting your bubble?

Kingdoms can expand, perhaps an campaign was so strong that it slowly dominated the globe.
 
Yeah I know what you guys mean about the "Kingdom" in the title, and like i said its a total working title! But hopefully the end result is players starting their own kingdoms, being able to run banks and charge interest rates to other players, and the banks can help finance other player run things, like crafting shops, or player run towns. I'm trying to get a really nice economy going where all player professions are reliant on each other, crafters reliant on other players to gather certain ingredients or animal type skins.

Right now I  have about 6 or 7 towns and cities and expanding it to encompass a world, the stage is really set as far as plot/storyline goes. As the content developers further and the overall major and sub story arcs go, will define the title of the game. Most games in their working phases never really have a finnished title. The working title is just a working representation of what the game spirit entails. The first Kingdom was the continent I was working on up until this point, and as i expand to other continents and kingdoms it will obviously expand in its dynamics, and will need to be plural insted of singular.

:)
 
CIPWM74":2e7i8km9 said:
@Brosek: That's exactly my point. ><

That wouldnt be a fun game in my eyes.. if everyone is living in harmony under one kingdom... it'll be.. like.. ... eh.... yet it isnt impossible. I need war and bloodshed dammit.
 
What about if it's a secret king who makes his whole land corrupt making the officials of each territory fight each other causing mass poverty and poor conditions from soldiers on the frontline?
 
Brosek":3v4qs2u2 said:
CIPWM74":3v4qs2u2 said:
@Brosek: That's exactly my point. ><

That wouldnt be a fun game in my eyes.. if everyone is living in harmony under one kingdom... it'll be.. like.. ... eh.... yet it isnt impossible. I need war and bloodshed dammit.

FFVII has the whole world under the rule of one man, who is the "president". If he was king rather than president, then the world of FFVII would be his "Kingdom".
 
Yeah. It will for sure, be a continent, with different types of soceities to add drama with fundlemental conflicts between a deity based land vs a land that was say chatic evil..

The premise is defintaly going to be allignment based, like i have a funky allignment script that I will refine, basicly  you can be good or evil from the start, or neutral. Depending on your actions in game, will determine the evilnous or goodnous of a given player. I already have a few quests that are only doable by good/evil alligned players, functioning on a branch condition. This basicly at this point and time just demonstrates that the allignment system works, and just have to elaborate on it. I also programmed a few guards to attack on sight evil players, so good players, which is usually always the bulk of the player population can hide out where there is many guards, so evil players have a harder time pvping the newbies or lowbie good players.
I am debating wether or not, i want to go with the classic allignment approach like neutral, neutral good, lawful good, chaotic evil etc. Or if I just want to have GOOD or EVIL.. I think varying degrees would be good, to give the players something more to strive for, then just being "black or white" If i used the tier approach to allignment I would be able to offer tiered rewards. So if you the evillist person in the land, then you get like special rewards, like a buff potion, or some heal-all elixer. Like you still have to pay for it, so its not abuseable, but you give them something to strive for in the long term, if you like pvping, then you can buy for 10,000 gold some 100 str potion, or something simalar.

I really want players to develop their own kingdoms and player towns. I have player housing in, so you can buy a house and store your gold/items and buy furnature and stuff (credit to the writers) but i want to have guildhalls to be purchased, and guild type code, where players can form assocications or player societys with, and based on the amount of buildings you build, and unlock certain things, like harbour, temple, X player houses, then you can unlock say paraphants, castles, city walls, and the more you build, your guild terroirty would go from a hamlet, burg, village, town, city, kingdom or something akin to that structure.. If only i had more coders.. The problem is I know what I want, know how to do it, but have trouble writing code from scratch (im more of a designer and artist)
 
CIPWM74":1t841j36 said:
What about if it's a secret king who makes his whole land corrupt making the officials of each territory fight each other causing mass poverty and poor conditions from soldiers on the frontline?

Eh, yeah as long as there is motivation to kick ass.

@Wyatt


Yeah but then Sephiroth tried to take over and everyone lived happily ever after... in bloodshed.
 
I just upgraded my development machine to a sweet q6600 so my old box amd 64 2800 with 2 gigs of ram is now the offical box for kingdom of auspiex online. Should be more stable etc. Released a new build, more fixes. Check the dev logs for further details.
 
Well, actually i have more then 1200 charactersheets in the game about 75% are being used, the others not used yet, but will be. Next relase build, all the music files, being converted to ogg to save on space (should save about 65 megs or so) also all my graphic files are pngs.. I hardly have any BMPS at all in my game, they are all pngs for quality, although personally i like using targas. I guess its the 3d in me, go alphas.

Anyways, the game will likely decrease in size, for now, there are more pressing things to be considered then keeping it all neat and compact.. Like content creation, multi-class, epic professions, guild system and deeds to be droped and use everywhere..

That is not to say, I am unconcerned with a large fileset, it concerns be greatly, to have a neat, compact product that be played on virtually any PC. That will come with further refinement.
 
The game is down for a few weeks until we fix a tremendous amount of content/bugfixes/and more. The IP has changed to a static IP, which no one who has downloaded the game will be able to play on. We are in a closed phase of beta so that we are better tailoring our efforts to provide a better gaming experience.
 
A new version is out with the server fix. This is the last version. I re-released it because our hosting changed to a faster line.
 
Kingdom of Auspiex Online has now entered a BETA phase of development. We are suspending daily updates and fixes overhauling essential systems. Do not dispair! Weekly fixes still go in. We aware of many Bugs, like the looping save in BURG. A new Client has been uploaded today, and now in the download section you can access PATCH files. Read the directions in the download directory. Keep in Mind. The forums have been spammed by BOTS. If you are a person who wants access to the forums please Email Admin@koarpg.com and mention what user name you are applying for.
 
Dude i notice there is a lot of bugs in the game when i was playing it like you can walk on the house if you need help with that let me know i would be glad to help
 
Hello everyone! Wow its been a hectic few months! There has been lots of cool changes going in.. Here is a list of updates they we are hard at work on for the first BETA build publicly available. To those who played our late, and early alpha builds thank you very much! Your hard work, crashes! and feedback has really begun to elevate our game to a whole new level.

Public repsonce has been gerneally positive to date, players really like the story line, quest system, and action battle systems!

Here are some changes comming up in the next BETA build (end of march, early april)

The Bard class - 3 sub professions, minstrel, scoundrel, disharmonist

- The bard class will play songs to buff themselves + group mates - Instruments will affect the impact of the spell, and its duration, different spells are bought, quested for, and attained as a player levels up. Instruments are found throughout the world and craftted by other players. They crafter class can then, trade or sell these items to the player.

Minstrel - Specializes in increased duration of spells, attains the songs (song of charming, and song of drifting - a teleport spell used on worldmap-

Scoundrel - Bard focased more on the rogue aspects of his jack of all trades personality, more melee based

Disharmonist - Specalizes in offensive type songs, increased effects to "song of harming, song of discord, song of disharmony

To those who do not know, every one of our starting 10 professions has specializations that they can pursue at level 30, these specializations add differsity to base classes. The specializations further enhance your character, and allow you the player to make the descision on your play style vs the benefits these offer.

New zones!

The Forest of Yuirwood

The undead that are rising controled by the foul necromancer "azozulai" after his defeat by the players at the Village of Valiance has turned his eye to the elven forests of Yuirwood. The Moon elves of old has erected a magical shield over their forest to keep out the rising populations of the humans, dwarves, and orcs. They were not able to leave the forest, nor was anyone to enter. Over the last three hundred years the shield has begun to wane. The witch queen of Aglarond has entered the portal to the ancient elven planer zone of Sildëyuir. It was from here that the shields power was maintained by 4 ancient elven wizards who gave their very souls to maintain the shield.

The Plane of Air, Water, Fire, Etheral, Astral

High level conjurers have the Gate spell, while clerics have the planeshift spell. Using these spells will allow other characters to be "moonwelled, portaled, or gated" to these higher level areas. The planes are the quintessential element planes that will be basis, to the negative material plane, avernous etc. The planes include higher level experience MOBS "mobile".  A mob is usually referred to as an NPC, a monster in the game that isn't played by a person, but rather acts on its own as designated by the creator of it.  Mobs are attacked and killed for experience and equipment, as well as other reasons.

These Planer areas are a source of experience, gold, items, and gateways to future areas.

The realm of Thay

Thay constantly vies for power over the port city of Velprintalar on the coast of Alagrond. Thay includes the fiendish Red Wizards of Thay, these wizards embody the selfishness of self along with mighty magical power. The city of thay is a place for evil alligned players to find deals on equipment, items, a quest theame park and magical quests, training, storyline.

The port city of Velprintalar Quest Themepark 2

The Port vity of Velprintalar are run by the Lords. They have embargoed the port against all trade because of the rising commerical enterprises from the Moonshaes and Thay. Various political sanchins have been imposed against merchant trading ships. After completing the first arm of the Velprintalar theamepark the second leg of the quests will begin.
The player is commisioned by the mayor of Velprintalar to be an emissary to resolve the growing conflict between nations. The player will travel to Thay, and the Moonshaes

Balance Issues

The quintessential nessicary of any online persistent world is thus "as the player grows in power, the game becomes easier, and the less hardships a character endurs, the less end game fun exists"
With the rising level of players, we are designing new areas to have higher level creatures, these areas offer a multitude of factors such as;

More equipment
New items
New ingredients for the crafter
New songs and skills for existing character classes
Mines and Ore as a source of income for lower level players
Etc

So we are hard at work designing and implementing all the existing systems (we are at about 45% in core systems and code)

The project is alive and well! Kingdom of Auspiex Online continues to be the oldest and most actively developed MMORPG using RPGMaker XP on the internet. As always the game would not be where it was if not for existing place holder art, and the various people who contributed scripts, art, time, effort, bug testing etc.. For a full list of in game credits please visit http://koarpg.com/Credits.html

This game has been a product of about 4 years + of experience, to those interested in making online role playing games, they are the MOST difficult of any game to develop on any platform. These types of games should not be approached light-heartidly. If you are intersted in developed an online game, be prepared to learn c++, ruby, rgss and MYSQL databases.

Thanks all, stay tuned to this thread for more updates!
 

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