#An MORPG

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tardy cave
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I know, it's crazy to make an mmorpg but I've been trying and trying and i think this time I have the tools and know how.

Untitled game is a clone of a game from 2004. Everyone's been asking and I love that game so much I had to make it's update or at least show it's possible!

In Untitled there are no classes and every stat point comes with a trade off. Stat full vit and become literally unlikable with no offense or balance some black magic on your assassin to maximize your criticals!

Just working on this project 1 day at a time and wanted a place to post my work! Hope you like!

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Well, captain's log 1:
Today I believe I've finalized the inventory. All players read their own database data, pick up and drop appropriate items and no longer jitter when trying to arrive at a destination.

Next session I'll be looking at expanding the details of the items and possibly making use interactions possible for upgrading and other things of the like.

Following a robust item template we'll get into equipping items and showing them on the model in networked world space!

tardy cave
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Adding details to the equipment is going so well today that I'm actually ++ing some items!

tardy cave
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We've synced the data across the network so your item level and grade persist through drop trading.

Now I've expanded the inventory size from 20 to 24 and reworked the equipment page to have a more appealing look.

left eagle
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Nice work. I like how the characters dont look like any other game ive played. Feels original.

tardy cave
tardy cave
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equipped items now persists through log out.

Part 1: Equip the items in the equipment slot
Part 2: Apply stats from the items to the player
Part 3: Visually update the player to show appropriate meshes

tardy cave
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Alright, it seems part 2 has been completed.

Equipment now has bonuses and equipping the item applies those bonuses directly to the player's stats.

Item bonuses include all stats including dex, vit and white magic.

This should make for some really fun builds in the future where someone could theoretically wear a full set of t4 with vitality on it, enabling them to equip a t6 chest piece or something to that effect.

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and just a little shot of proof

The staff gives 15 red and 15 blue, so you can see here that the staff has been equipped and the player architecture has inherited that change

tardy cave
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Just added magic stat requirement and magic damage bonus!

Magic stat is accumulative between all 5 magics, so a white mage for example could equip a staff with only white magic, though they'd need either a red or blue spell to do any damage.

tardy cave
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Now the player can see their own equipment locally, next session i'll make this sync over the network

I also made a default inventory so the player can see and pick their choice of weapon at the beginning.
I also included 2 of each upgrade gem so the player can explore their tooltip and use them.

tardy cave
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players can now see each other's equipment over the network

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I think there's actually 5 parts here? maybe 6...
Part 1: Equip the items in the equipment slot
Part 2: Apply stats from the items to the player
Part 3: Visually update the player to show appropriate meshes
Part 4: Apply weapon + to weapon values
Part 5: Make weapon + show different materials/particles over the network
Part 6: Finish equipment with armors

tardy cave
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here's all the different glows for levels 1-10 of all T1 weapons

tardy cave
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weapon levels and visuals have now been synced over the network - players can now tell what level weapon / shield their opponent has based on the glow color/intesity

tardy cave
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Setting up for the armor implementation

tardy cave
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Alright, now we've got 3 tiers of armor items.
Still need to equip them visually locally and on the network

tardy cave
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alright, here's the t1 paper loadout

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this player would probably run around with a better sword 1 hitting people. But they would also probably get 1 hit

tardy cave
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and now the player can equip all 3 tiers of armor

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and it's synced over the network

tardy cave
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Now i believe i have everything i need to begin the combat building phase.

Players can now equip gears and their active stats reflect those modifications.
Gears can be improved by + with gems.
Players can allocate stat points to meet gear requirements or customize their build.

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This week has been a massive window for progress! I can't wait to get this playable!

tardy cave
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Just making sure the grade % is functional, and it's quite nice

tardy cave
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final touch of gear, we now have capes! they're colored differently and can have their own stats, they are not currently tiered though we can put requirements and bonuses on them

tardy cave
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Done a lot of work on different stuff today, made a devlog (<3 this message if u want to see it), started a kickstarter (need to get a bank before they'll let me do it), and I got a new version control with a m8 who's helping!

But now i'm taking a detour and building out the main land.
I'm going to need a level 1-100 zone and a 30-60 pvp zone and a 61-100 pvp zone, so i may aswell get started with the main land!

tardy cave
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starting the kickstarter campaign very soon, getting some prep done in case we get some backers!