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Vengeance Online RPG

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Jason

Awesome Bro

Well yet again I've floated away from the RMXP community (No one will put an incident behind them it seems...), and I come back and think "Hmm I wonder how Wyatt's doing with Vengeance", I find out you're a Mod now, so congratulations pal (Even though I'm a little late ?), and this game is really taking shape now, I'm really interested in playing it, but same as Samhatake, I can't get it to download from your site, maybe you've taken it down until the next beta ?

Oh and also, you know on your first page, maybe you could add the world map ? I can remember you made one earlier in the year which looked awesome !

Keep it up pal !
 
The current download link is on the forums, you gotta register and then go to the "Beta Information" board. I forgot to update the website (I forgot that site even existed if I'm honest :x).
 
Yarr. It's not in the best state at the moment. For one thing, it doesn't save. But hopefully it'll get better in the near future. Who knows.
 
hey, that looks really nice, tho I'm starting to think that you should be making the screen bigger or you wont have any room for stuffs like that. (with screen I mean the whole win32 window)
 

Jason

Awesome Bro

Wow Wyatt, that looks great (Minimap), I think I'm finally getting the hang of it, except attacking, cause you have to click them then press A (Or atleast I do), jsut got a slight suggestion on the class names, instead of "Infernomancer", isn't a fire mage named "Pyromancer", cause they study Pyrotechnics (Or something like that ?)

I also see you don't have any melee classes just yet :smile:
 
I think Infernomancer would be better cus it.. well, it just sounds better and is more original.
I mean like Pyromancer is in every single game now a days, it's starting to get boring...

Edit:
oh and wyatt, check your pm in your forums, I'm kinda waiting for an answer...
 

Jason

Awesome Bro

Maybe it is getting boring lol, it'd be good to have something different once in a while, like maybe...

Like the FF games (Only noticed in FF3 + 4, could be in others), the Monk wasn't a healer.. he/she was a melee class who was stronger barehanded, than with weapons, but had the defense of a cotton sheet protecting the deathstar from the rebels...
 
Cooking as a merchant skill...

Cooking seems an obvious thing to add to Vengeance.

We have fishing, which catches... fish.
We have farming, to gain vegetables.

But there's nothing to do with these things, other than sell them.

The only trouble is, even though it is in lots of MMO's out there, everything comes back to "lol ripping off RuneScape".

How can we make it less RuneScape-y? Something more origional and more fun, with actual skill required and less grind would be preferable.

I'm open to ideas :/
 
You could use veggies for traping and catching animals, who you could use to get bigger animals. And once you kill or capture those you can sell alive, grind into weapons/items and win awards. You could also make a skill level next to actual physical level, were hits, getting hit, timed blocks, dungeon solving speed, etc. can be used to level it up. And when you reach certain levels you get items, special events/access, and special skills not obtained elsewhere.

I don't know if any of this helps but...
 
 A cooking system has never really been pulled off properly in an MMO. I say strip it down to a very simple but effective system. If you have any needed cooking items like a pot, you can select from a menu what you want to make, and as long as you have the ingredients, voila, done. Getting items is all the player really does it for anyway.

 Also, I'm curious; are you planning on making some sort of day/night system? I think it would add some realism, especially for an MMO.
 
I'll make a mockup system (i.e. one that just uses a var set by the game) and see how it looks. It sounds an interesting idea.

On cooking, I've made together some graphics at least for stoves, etc. Animated and all that jazz. I'll work out the systems later based on everyone's ideas.


=================


Remade the Bear Quest. It now features a very large dungeon, and many enemies. (Optional, of course).

http://img.photobucket.com/albums/v108/ ... ngeon1.png[/img]

I completed the quest as well as fighting all enemies I met along the way, and gained 514 exp and 192 gold.

However, there are also a few optional bosses in the dungeon that would have got me more exp and gold, had I took the time to fight them.

(The reward for the quest itself is now 150 exp and 50 gold).

It also has a twist. Everyone loves twists, right?

Here's the dungeon map. The first version of the quest featured the top two rooms. Depressing, really, that I put that little thought into it.

http://img.photobucket.com/albums/v108/dudemaster/dungeon.png[/img]

Also, keep in mind that most of the Hud windows can be hidden, like so:

http://img.photobucket.com/albums/v108/ ... ngeon2.png[/img]

A second dungeon, this one for a desert-based quest. Smaller, but full of puzzles. (Top of the main room links to the smaller room through the three doors)

I'm not sure how well the idea of a lower dungeon has worked here.

http://img.photobucket.com/albums/v108/dudemaster/dungeon4.png[/img]

Something else I'm musing with: Player Owned Houses.

The basic house, nothing inside:

http://img.photobucket.com/albums/v108/ ... r/poh2.png[/img]

"Edit" view:

http://img.photobucket.com/albums/v108/ ... r/poh3.png[/img]

Populated with items:

http://img.photobucket.com/albums/v108/ ... r/poh1.png[/img]
 
Yep :).

Something I'm adding now is an options system, which allows you to set whether anyone can come in, password protection, or only you.

I feel dirty that it's made with pure events (pretty much) instead of scripts, but it should work better than a script could.
 
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