Yes, players will be able to trade with other players, and buy from stores. We haven't even gotten into crafting yet but item enhancement is something we are highly interested in down the road. I have a love/hate relationship with inventories and item systems, so there will be a lot of attention given to this.
You are save automatically, as things happen. This is actually a careful balance of timing. Too often and you create a laggy and unstable situation, too seldom and you potentially miss saving important game events. It's a persistent world, just like an MMO should be. We are still planning on submitting at the beginning of November. We are going to try and get some screenies up this weekend!
so Dave, any more news about your heads? are they going to serve as graphical customization, or are they going to have stats themselves?
I don't know how you thought of that top secret information , but both are true. Primary is customization and some are ability enhancing/rares.
Character Creation Flow Here are some shots I took on my iPhone of the working Character Creation flow. It builds your character, saves it, and lets you login to the world with him. Missing still is the appearance customization as we're still waiting on art. The bottom shots show a work in progress environment, made in low quality for this particular device. Step 1: Login. Step 2: Retrieves char list from the database. We already have a character, but want to create a new one Step 3: Choose a Gender (and race too, when we have some) Step 4: Choose a template, or a custom one. Each starts with a preset of stats and skills, or the Adventurer template is completely custom (you choose everything) Step 5: Allot your stat points. You can mix and match your stat points, but you only have a certain number to play with. Step 6: Skills. Train some skills, choose to focus in others. View the skill descriptions and formulas here as well. Step 7: Choose a name. Name is validated against a bad word list and previously taken names. Step 8: Character has been created! Choose him from the list, and Load. Step 9: Logs into the game world at a starting location. His location is saved everytime he completes a move. When you login again, you will be put back at the exact spot you were at when you logged off/crashed. So that's it! This is working cross platform so far, though the non i-Phone versions have better visuals. If you see a little yellow number in the shots, it's frames per second, which is an indication of how fast the game is running. It's an important metric for us to use when deciding what details we can get away with. Anything over 17 is great, 25+ and you're watching at the same rat you see when you watch a movie.
i guess it's not so hard to glean the info from here I guess you need a dragon head then, a panda head and for good measure, a chuck norris head.
Wow first off the environment looks pretty impressive so far, Now that I can see some buildings and structures instead of endless Forrest and ofcourse I got some questions that have popped to mind. Is that what our final characters will kinda look like or is that just a quick graphic to have a character their cause the real ones aren't done? It seems kinda out of place to the surroundings. So the initial stat thing decides how quick you level the skills in those stats? Even though you can still level them all too the highest? Do you have a macro bar planned where we can add and take off spells? Or is their another mechanism to using all the spells we want too? Cause those 2 circles don't look like a ton of variety for so many different things to choose from
That's my programmer artwork. Sorry, necessary evil while I wait on art Yes, a macro bar is planned, those buttons are in there for quick tests of various actions I am developing. The bow button links iceballs actually, and random amounts of aggro sometimes... handy tests There are far too many options to squeeze onto 2 buttons, so I've had to come up with something clever. Each stat takes exp to raise. So if you start a stat higher, it is going to be easier to raise it higher. So you would pick those based on the skills you're going after, or the build of your character.
Haha so when will the character art be done so we can see some? Will we hopefully see it this weekend along with the combat?
I was just watching that YouTube video you gave us a few weeks ago. Are the characters and npcs really gonna move that quick? That seems really fast, I mean if you gave us a speed skill or a skill that had buffs and one of them was speed I could see us maybe moving quick like that. But just for a normal charcter that's like faster then a full out sprint our characters would be absolutely exausted haha
Nope! They have a speed stat and a Zip skill. Zip skill dictates how fast they move in the world. It is tied to the speed stat, can be buffed, and can be raised independently. The speed of that char was for my world building team, so they could run around and see their map in scale. The speed stat also has an affect on how fast you animate, swing your weapon, etc.
Ok I tried to PM you but I guess I will try it this way lol, do you need extra help on this project? I can make 3D models through 3Ds Max 2010! Contact: [email protected]
arn't we all xP.. A few questions again , need screenshotz too please xD Will there be a member limit in your clan? If so, then how many? And with friends list also? Is there going to be a PvP arena or a 1 vs 1 arena? Let me explain this one... Do you get to spawn in a special room for pvp, or do you go out into the wild and kill or be killed? Is there going to be a teleportation scroll so you can teleport back to a town if in danger or too far from the town? Is there going to be clan battles, or places specificly for clan battles? Is there a trading system so far? How many towns are there going to be in the game? If it is possible, is there going to be skills you can have such as cutting trees, crafting, etc? Is there going to be a social area? For example a bar and such? Is there going to be many quests? Any level cap? Is there going to be dragons and such? How many monsters and npc's are there going to be all together? Is there going to be special/funny clothing avalable for holidays and such? How many different landscapes are there? For example beaches, snowy mountain, deserts, snowy trees, etc? If there is more than just grass, then tell us all the landscapes. Is there going to be skill books? An ability to fish and sell? Is there going to be any stalls you can set up to sell items while you're away from the computer? Any beautiful fountains and such to make up the landscape? And thats about it for now xP...
Josh, we're using ShiVa. I was a Torque guy for years and years, but once I switched to ShiVa I started actually making games instead of tech for games. It's top notch and the dev team is very active. I've heard outstanding things about Unity as well of course!