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Work in Progress / WIP: Behind The Land of Solodor (MMORPG)

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Agent
19
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Joined: 7th Sep 2004
Location: Sydney, Australia
Posted: 21st Mar 2011 22:08
Progress update for the day. I've encountered a pretty serious bug that I'm trying to resolve in another thread. If you're of a high standard of technical DBPro development, I can use any input here:

http://forum.thegamecreators.com/?m=forum_view&t=183116&b=1&p=0

In other news, I've got equipment functioning now. You can drag and drop gear from the inventory into the equipment screen, and see the new gear being worn by your character in the main world. Only one stat is buffed by equipment at the moment (movement speed), but the other major stats are easy to cater for.

I've coded an RCON feature, allowing a remote user to control the server from the client side. A player ingame can issue a slash command to log into the server with a password, which the server authenticates and will then recognise that client as an administrator. The client can then send commands to the server. When the server receives a command, it will check that the client who sent it is authorised with the correct password, and if he is it will execute the command as if it had been typed locally. It will reject any command issued by a client that has not authenticated by password. This allows full control of the server by authorised remote clients.

And that's been the night's work. The rest of the evening has been dedicated to trying to figure out this bug, as linked above. Any help by appropriately minded developers would be appreciated.
bergice
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Location: Oslo,Norway
Posted: 21st Mar 2011 23:57
Cool, looks like it has many features.

At this point i would suggest you hire a 2d artist to replace the RMXP tiles and the world of warcraft GUI. With all original content this would be even more impressive.

Lucy in the

Sky with

Diamonds
GIDustin
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Posted: 22nd Mar 2011 00:08
Quote: "I think this will be a very flexible system and I haven't seen anything like it in other RPG's.

Any comments?"



OK, so you definately did away with classes which is a huge plus for you. Are you going to keep the game centered around questing / killing / gaining XP and phat lewts, or will there be more? Something like professions in WoW, where you have something to do when mindless killing gets boring. Also, how much can the standard player effect the game world? If I wanted to, could I build my own house somewhere deep in the woods? And how big is the game world?

I ask all these questions because you are getting close to my "dream game" which I have been slowly working on for awhile now. You are further than I am, and I would not be against jumping off my own ship if a larger boat is on the horizon...


Quote: "Showing the Server Screen being issued commands remotely"


Rofl. Zack was killed by an imp. What a noob!

Agent
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Location: Sydney, Australia
Posted: 22nd Mar 2011 00:47 Edited at: 22nd Mar 2011 00:50
Lol @ Dustin, I almost didn't post that screenshot because the Imp killed Zack, and I wanted a clean screenshot, but then I thought to myself... What a noob! So I posted it!

Okay, to your questions: There's going to be plenty of questing, killing, gathering items, escorting friendlies, gaining XP and turning in quests to level up. I plan to include an intricate crafting system, so you can make your own epic stuff but I haven't decided on the exact system yet and it's still too soon to do so. Rest assured, crafting is on the table, and it'll include cooking, weaponsmithing, armorcrafting, magical item enchantment, some kind of device/gadget engineering, and anything else I can come up with - I love crafting in RPG's, so I can promise you a rich crafting system.

The game world is potentially massive. The test area outside the house ("Shadaah Forest") is about one quarter the size (in each dimension) of the largest zone I want to allow for, though even larger zones might be possible with some refining. That might not seem like a large space, but by linking zones together in the same way "West Cape" is joined to "Shadaah Forest", zones can be made as big as they need to be. The engine is ready, right now, for five thousand zones - which to me is an incredible number - and I see no reason why I cannot arbitrarily increase that number to fifty thousand. It is plenty big enough

Now, as to players affecting the world around them: I *really* want to include a kind of "home base" for players. I don't know yet if it's technically possible in my engine, but when the time comes I will think the sh!t out of this one because I've never seen it in another RPG and I want it badly in mine. Over the course of the game you will earn yourself a plot of land from the King, or be left some land in a deceased relative's estate, or something similar. It'll be a patch of forest, with trees, grass, water, you know, the usual outdoorsey forestey stuff. In this area that you own, and only here, you can use workman's tools like a woodsman's axe, a mason's pick, a carpenter's saw, to cut down trees, mine stone, refine wood, and generally gather the materials in your patch of land (which I envision to be quite large, on the order of a small village in size). As you work, the landscape will be cleared away, leaving you with flat, open terrain. By the time you've gathered materials you'll have a reasonably sized clearing in which to start work.

You will use the materials you've harvested and refined to build structures, in any way you want. I am throwing a few plans around, such as allowing the player "use" a piece of wood to change a tile from grass to wooden floor, or to use a stone slab to change a tile to a stone wall, etc, so that you can literally construct a building tile by tile, entirely by hand, using the materials you've gathered. Harvest a piece of stone, and you can make a few sections of stone wall. Cut down a tree, and you can place a 9x9 section of wooden flooring, etc.

The idea is that you construct your own house on your own land and fill it with whatever you want. A place to stash your loot, and perhaps to conduct business.

These "home" zones will be invadable by other players, who can take all your stuff! And so, you will need to spend gold to hire NPC guards that will kill any thieves on your property and put your stuff back. Anyone who doesn't steal is welcome to explore, and you can hire NPC merchants as well to conduct trade, or hire an NPC carpenter to mill all your chopped wood, or a mason to turn your stone into construction slabs, etc.

I envision this home territory to be initially as a home for players, but as you gain wealth and status in the game, you can build more than one building in your home and begin conducting business there, protecting your operation with armed guards as other players might come in and steal and destroy your stuff.

Now, most of this is possible with the technology currently in the engine, but a couple of technical issues will have to be worked out. It's not time for any of this yet, but since you asked I thought I'd lay out the basic idea.
Omnomer
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Posted: 22nd Mar 2011 03:15
wowThis looks GREAT will download as soon as humanly posible!

Mwahahahahahahahahahahahahaha
Agent
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Posted: 22nd Mar 2011 22:01
Excellent progress tonight. Got many good things done.

Firstly, and most importantly, I squashed the slowdown bug that has been plaguing me for a few days. This bug almost threatened to shut the whole project down, as the game just isn't playable at 5fps. Fortunately with the help of a few prominent members of the DBPro community I was able to track it down and squash it, so the game is back to full playable framerates.

Equipment is now fully functional. Armor pieces now give protection against incoming damage in the form of a percentage of damage blocked. Equipping several pieces of armor (such as a chestpiece, a helmet, a shield and armored leggings) will give cumulative protection, so wearing lots of armor pieces yields heavy protection.

Different weapons are now functional as well. There are only three weapons at the moment (sword, spear, axe), but equipping a sword will use the sword image and damage stats, equipping an axe will use the axe image and damage stats, etc. It's very easy to add new weapons, and with this development all the different types of equipment are now functional.

Equipment pieces also have stat boosts as well, and these are also fully functional. There are eight stats in Solodor, with the possibility of adding more. They are the standard D&D stats, armor protection and movement speed. In other words, Strength, Intelligence, Dexterity, Constitution, Wisdom, Charisma, Armor, Movespeed. All of these stats can be buffed by equipment pieces. Equipping an item that has an armor buff will decrease the amount of damage taken from incoming attacks. Equipping an item with a movespeed buff will increase the speed at which you run around. The other six D&D stats don't do anything yet, but the stats are tracked by the server, and it knows what all your equipment buffs are worth, so one day when I code functionality for these stats (strength increasing melee damage, for example), everything is in place to make that happen.

My future plans for stats are as follows:

Strength: Increases damage dealt with melee attacks.
Intelligence: Increases max mana and damage dealt by spells.
Dexterity: Increases melee weapon attack speed. Possibly movement speed as well.
Constitution: Increases max health, helth regeneration and defence against some spells.
Wisdom: Increases mana regeneration and healing done by spells.
Charisma: Roleplay effect only, like additional conversation options.

All of the stats might (haven't decided yet) play a role in determining whether or not you can equip certain items or use certain abilities. I like the freeform model where there are no restrictions (learn any skill or ability, equip any item) but there could be balance issues with experienced players dumping very powerful items on new players to instantly make them superstrong. Perhaps I'll just include a level restriction on items, so that you have to be of a certain level before you can equip it.

Well that's what's been going on in the last 24 hours. Lots of good progress!
Agent
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Posted: 23rd Mar 2011 00:27
And one more update:

Gameplay Footage!

Sorry about the low quality but I'm pretty horrible at video editing and I'm not sure how to get something higher quality going!
GIDustin
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Posted: 26th Mar 2011 05:59
Quote: "I like the freeform model where there are no restrictions (learn any skill or ability, equip any item) but there could be balance issues with experienced players dumping very powerful items on new players to instantly make them superstrong. Perhaps I'll just include a level restriction on items, so that you have to be of a certain level before you can equip it."


You could add a weapon/armor proficiency level, somewhat like they did in WoW, but with a twist. When you start a character, you start with points in a certain type of weapon and armor, such as "Light Armor" and "Short Swords". In order to use "Epic Short Swords" your "Short Swords" skill has to be a certain level, for instance, 375. Using a short sword at or below your current level has a chance to raise it. Therefore, you must use lesser-quality items of each type and "learn" them before you can use higher-quality versions. That way if someone wants to dump an epic item on a lowbie, they can, but not without some work first. Just a thought...

Just looking at your screenshots and trying think of ideas for your game is really making me want to resurrect my own... I got as far as character creation in mine and gave up as the task of creating X character sprites, and then Y types of clothing, Z types of hair, etc, all to fit each character model, seemed really daunting. You managed to do it fairly well.

Agent
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Posted: 1st Apr 2011 01:01 Edited at: 1st Apr 2011 01:03
More progress!

Characters are now persistent: You can save your character at any time, and when you boot up the game again your character will be in the same spot he was when you saved, with the same inventory, equipment loadout and stats as when you saved. Later, I will remove the ability to manually save, and have saves take place automatically at key moments (like quitting the game, or transitioning to another zone, or just every 60 seconds, etc).

The conversation system is coming along excellently. I have big plans for it here, enough so that it might also cover the questing system without having to code one separately.

Here's a screen of the conversation window as it stands right now.

The conversation window is very flexible. Depending on the amount of text to display, the window resizes itself so that it's never too big, and never too small. The number of response options is limited to ten at the moment, but can be increased arbitrarily. Different icons can be used for responses too (instead of the little speech bubble), so I can create a sort of category system for responses (quest related responses, lore related answers, aggressive/passive, hostile/friendly, evil/good responses, etc, just by using the visual cue of different icons.

Responses can be keyed to certain requirements. For example, a response that says "I will help you carry that heavy thing!" might only be visible if your strength stat is greater than 15. A response like "Here are the 20 silver pearls you requested!" can be made to only appear if you have 20 silver pearls in your inventory. If you don't meet the requirements for a response, it simply won't appear. In this way, hidden conversation options can be made to appear later when certain conditions are met.

There's also an option that makes a response only appear if you've never selected it before - in other words, once only. Since conditions can be stacked, you can make a response that says "Here are your 20 pearls" that only appears if you have 20 pearls, and you've never selected the option before. This will allow you to turn in 20 pearls only if you have 20 pearls and haven't already handed in the 20 pearls.

It's not quite flexible enough to replace a dedicated questing system, but as I add more and more features to the conversation system I have started to realise that it might eventually become flexible and powerful enough that I won't have to make a dedicated questing system at all.

On to future plans: I have started throwing around some ideas about alternatives to the standard questing thing common to RPG's. I don't intend to replace quests entirely, but I have been thinking about a system I call the Events System. Events will be scripted, and triggered by the server at regular intervals. An example of an event might be a group of monsters spawning outside a village and moving in to attack the village guards. Another event might be to spawn a quest giver who only exists for one hour out of each day, before he goes home and cannot be found, requiring you to be present at a particular time. Or an event in which two large armies are spawned in the middle of the plains and a war begins in which you can participate or ignore entirely until the battle is over.

Other events might be event-triggered: Defeat the monsters who are attacking the town and a celebration parade might be spawned in the town to play fanfares and cry victory shouts. If the bad guys win the war event, the local village might be stripped of NPCs and replaced with dead bodies and live monsters doing the pillaging! If the good guys win, their demon commander might spawn at the river nearby and start issuing challenges to players. All kinds of things seem possible.

If this system is developed sufficiently, quests might become almost obsolete. With enough events scripted for variety, it might be possible to have many, many events all occurring at the same time, and without break, so that there is always something happening, somewhere. At any time you can log in, and something will be happening nearby in which you can participate.

The quest system by its nature is a solo thing. You are on your own quests, which might be common to all players but not everyone will be on the same quest at the same time. An events system kind of puts everyone in the same area on the same 'event' at the same time, so this type of system would encourage teamwork and social activity instead of being sequestered in your own individual quest log.

Thoughts?
kamac
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Posted: 1st Apr 2011 14:14
Rawr, sexy

I am curious how you will do the server hosting .

Still, the window looks
Quote: "sexy "
I'd like to see some story line, because people get bored with MMOs the other way (not if it's a HIT but, doh )

Good luck to your project

Agent
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Posted: 1st Apr 2011 23:17
Thanks Kamac.

The server hosting is already done. I just need someone with a connection of suitable bandwidth to host the server.

There can easily be storyline without quests, but I don't really intend to do away with quests altogether. I haven't even decided to proceed with the events system, it's just the beginnings of an idea that I had. It might turn into the primary "what do we do next" system, or it might just be an added feature that you come across from time to time. Or maybe I won't do it at all. It's just an idea at this stage, I'm still busy with the nuts and bolts of the RPG basics.

I am also starting to toy with a couple of ideas for the story. I wanted a story in which all the player characters come from the same village, ie they were born there, grew up there, and now live there, and all the players in the game make up the population of this village. I wanted a story in which something big happens to everyone in that village, so that they'd all have motivation to go out into the great wide world in order to do something, explaining the presence of player heroes all over the land of Solodor.

So the story that I'm working on at the moment involves an outsider coming to the village and something really big goes down, which is witnessed by a large number of villagers (players). The outsider wants no witnesses to what has happened, so he casts a curse on the village, causing everyone to lose their memory about what they had seen. Nobody can remember what happened or who did it, but gradually people begin to realise they have lost a whole day in their memories and nobody knows anything. As time goes by the people figure out that they have been cursed and made to forget something, and so begins the quest of the villagers to find out what it was. Hence, the entire village is out and about in the world, trying to discover what it is they've lost and to find a way to lift the great curse.

I don't know how much I like this idea yet, but I do need something that involves the entire village so that I can explain why all these heroes are active out and about in the world. There are other ways to motivate an entire village but I don't want to use the usual "our village was attacked by demons and we don't know why!"... any thoughts?
Game Master1330
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Posted: 3rd Apr 2011 12:27
If you want I can host, got i7 OC 3.3GHz, 8GB DDR3 and I got fibre optic. Just asking because I noticed KISTech's is down.

Matt

Umm...
Agent
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Posted: 3rd Apr 2011 15:45
Thanks for the offer, GM. I'll be needing volunteers in a short while for server hosting purposes. I'll look you up when I do.
Agent
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Posted: 13th Apr 2011 01:18 Edited at: 13th Apr 2011 01:19
This is just a test of the new quick little sig I made to help get the word out about Solodor!

Koded
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Posted: 15th Apr 2011 14:19
Agent, I spent the better half of an extremely early morning reading every post possible relating to your current project, and that hard to spot bug you encountered, which I'm glad you finally were able to get a fix on that bad boy.

Anyhow, I've never been able to wrap my head around programming, I'm hoping that was due to being young and dumb(age 19 my first C++ class which was horrid) (age 22 my second try, this time with Visual Basic which didn't go much better). Age 28 now and I just got DBP up and running and I'm going to keep expectations very low, aspiring to one day in the distant future be able to do the things your doing.

So thanks for some inspiration.

Mostly fail... sometimes epic
Agent
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Posted: 16th Apr 2011 11:28
Hey Koded!

Welcome to a rich, fun and creative world of both frustration and reward! There are many experienced and helpful programmers on these boards who can assist with any questions you may have during your learning. The Newcomers Corner is an excellent resource from which to seek help, and the WIP and Program Announcements areas are awesome for more of the inspiration you seek.

Meanwhile, thanks for the well wishes! I hope Solodor will be as awesome as everyone wants it to be

Drillfoot
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Posted: 17th Apr 2011 21:12
Good job on all of this. I'm not much for MMO's either indie or pro types, but this looks good and I wish you luck!! The fact you even got this far is great work! If you need sprites, which aren't in the rpg makers Reiner Tilsets can be used commercially, as long as credit is given, and that guy is a genius at 2D.

What I do is I have many many, purchased 3D models from Ateria, dexsoft and so on. I turn them into 2D sprites. I wish you luck, any game, especially an MMO is not easy, but you seem to be on the right track!

http://www.reinerstilesets.de/

rem allow user create game with one click
rem create graphics, sound, scripts, models, with one click
rem slap user in face if game choice is mmo
kamac
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Posted: 17th Apr 2011 21:20
Also, i have realised you ripped off cloth image from World Of Warcraft

Agent
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Posted: 17th Apr 2011 23:56
Lol. All the items and ability icons are borrowed from World of Warcraft at the moment as I don't have a good source of alternative material until the time comes for me to hire an artist to do it properly. They're just placeholder images at the moment.

CrypticTundra
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Posted: 18th Apr 2011 08:14
Just one word. "Outstanding".

Honest I didn't do it... O.K. the Dev made me do it.
Agent
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Posted: 3rd May 2011 09:03
Just wanted to thank everyone for the awesome emails and comments I've been receiving from the game development community. Apparently there are lots of indie 2D MMORPGs in production around the world atm that are being showcased on youtube, and more than a few people have commented that none of them compares to Solodor. I knew that I was developing a great 2D MMORPG here but I didn't realise that it was overshadowing almost all other indie 2D MMORPG projects currently in development worldwide.

So thanks everyone for the well wishes and rest assured, the current working build has lots of exciting new features that aren't in the currently released playable Alpha. I have lots to show you all in the next Alpha release, which will be coming shortly!



KISTech
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Posted: 3rd May 2011 18:29
NICE!!

Sorry I haven't been hosting the server app for a while, my server has been tied up running my own stuff, and probably will be for a while.

If you still need it hosted on a public server though, let me know and I can bring it up on my backup server.

Agent
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Posted: 4th May 2011 03:04
Hey KISTech,

No need just yet. There's going to be a (small) world for people to explore in the next release with a lot more to do, so I'll be looking for server hosts then!

I haven't built this new world yet, as I'm still working on the features I want to release next (conversations, NPC battle AI, proper spellcasting, and more). Once all the Phase 2 features are complete, I'll build a small world that uses them, which I hope will include several zones to explore, at least a couple of short questlines and a dungeon with an end boss. This will make a suitable test world for showcasing all the new stuff in the game!

Cliff Mellangard 3DEGS
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Posted: 4th May 2011 17:44
Really nice game you have here

Why dont you use

on your videos ?
Just put the video id inside the brackets

kamac
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Posted: 4th May 2011 19:04
Yay! It looks cool actually!!!

I am curious how did you make scrolling ?

Agent
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Posted: 5th May 2011 06:00
Ahh, thanks Cliff, I wasn't aware of that tag

Actually I'm not particularly proud of that clip anyway, it's in such poor quality. I don't have the tools needed to make a proper gameplay video in a quality people will want to watch, and that was the best I could do with the tools I have

Still, a few nice things can be seen from it, so it's worth a look if you're following the game!

Cliff Mellangard 3DEGS
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Posted: 5th May 2011 23:54
Quote: "Ahh, thanks Cliff, I wasn't aware of that tag "

Pauli showed me that
Very usefull!
Agent
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Posted: 6th May 2011 14:40
Hey Kamac,

The basic principle behind two dimensional scrolling is actually pretty straightforward. What you do is create two variables (I call them CamX and CamY) that represent the "camera" (which isn't really a camera at all, as you'll see). When you use the arrowkeys or put the mouse to the edge of the window, or whatever you want to use to start scrolling, you adjust the values of these variables. As you scroll to the right, you increase CamX. Then whenever you draw anything to the screen like a tile or a monster, you subtract the value of CamX from the X coordinate you draw the object to. That way, as you scroll right, you just draw stuff further to the left, creating the scroll effect.

Time for a progress report!

I haven't been spending a lot of time on the conversation system. Although it's something I want to get done before the next release there were other things I wanted to get finished first. The Battle AI is coming along nicely. Monsters now guard a small area around themselves, and if anything hostile comes nearby (like a player, or another NPC it's hostile to) it'll go chasing after it relentlessly until one of them is dead, or until the player escapes to a zone transition, at which point the NPC will give up (NPC's don't move from one zone to another).

Diamond is now capable of placing entities onto maps, meaning monsters will no longer have to be spawned randomly around the place using a server console command. Now entities will be placed according to the map designer's grand plan, meaning the world will be a more interesting place. Only NPC's can be placed at the moment, but later I'll be adding interactables like doors, switches, floor plates, traps and treasure chests!

I've also had to rewrite a large portion of the netcode. With the new Battle AI and NPC's moving around the place to do combat with players, a huge increase in network traffic came about as the server updated all the connected clients with what was going on with all NPC's in all zones. This was causing serious traffic jams and more than a few client and server crashes. Everything became unstable because of the huge increase in network traffic now that NPC's were mobile and self-acting. I solved this by biting the bullet and doing what I should have done in the first place - making entity updates local instead of global.

It required a fairly extensive rewrite, but now clients only get updated on what's happening within the zone they're currently in. There was never any practical use in a client knowing what an NPC on the other side of the universe is up to, so incoming information about a distant zone was useless anyway. I got rid of all that, so now clients are only told about what's happening in the zone they're in, resulting in much greater efficiency and far fewer crashes. It's not quite perfect yet - if there's a lot of activity in a zone (whether it's many players or many NPC's moving around, or both), we can still see congestion, so some optimisation will be needed along with a lot of testing. That's what the alpha releases are for, after all

So that rewrite, along with upgrading Diamond and implementing the Battle AI system has taken up the last few days. I do want to finish off the conversation system (which I've called the "Intention" system, for reasons you'll see when the time is right!) and also a proper spellcasting system (which might be very quick and simple to code or it might turn out to be complicated and time consuming... not sure yet), and I'll have a Stage 2 game engine. Then I'd like to create a small test world for people to explore, including a couple of questing areas (although questing won't be truly implemented at that point - it'll just be simple conversations directing players what to do) and a dungeon with a final boss. That'll be release time for Alpha Stage 2

Stay tuned...

Qqite
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Posted: 1st Jun 2011 15:06
Nice progress, keep it up!
I'm looking forward to seeing how this turns out.

Ventures of the worlds around us are limited only by our imagination.
Agent
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Posted: 1st Jul 2011 19:05 Edited at: 1st Jul 2011 19:09
Lots of excellent progress in the last month!

We now have a number of spells and abilities fully functional in game, so combat is starting to become fun. Enemies are now using a fundamental AI to come after you when you get close or hit them with a spell or projectile. A nice new action bar is up and running, so you can put your spells, abilities and items in there for easy, quick access - and hotkeys are working too!

The Intention system is nearly complete. Players can now interact with nonhostile NPC's with branch- and decision-based conversation in which parts of the conversation can be locked until the player has reached certain goals, so that conversations with any given NPC changes over time depending on what the player has been up to in the world. Each 'page' of conversation can also be defined to include a sound play, so that one day down the track I can have voice actors perform the conversation and have my characters actually speak as the conversation text is displayed.

There's a slick new castbar that operates on spells and abilities, works kind of like World of Warcraft, Guild Wars, Aion etc. When you click a spell on the action bar, the cast bar appears and starts to count up the spell cast time. When it's full, the spell fires. Lots of glows and flashes and neat effects on that UI element. The action bar also darkens and the darkness kind of creeps off to the side as the spell's cooldown expires, so you can quickly see how long it'll be before you can cast again.

Miniature castbars appear underneath any entity (below the health bar) that is "busy" such as casting a spell or opening a lock, so you can tell when another player or an NPC is about to throw something at you, etc.

There's a nice new effects animation system that works mostly with spells and abilities, but could be put to other creative uses as well. When a spell takes effect, I can now quickly and easily spawn an effect animation at the source or target (or anywhere else) so you can see the projectile impact, or the healing magic surround and engulf the player, then evaporate away. It looks really nice.

Work on Diamond has remained a little slow as I continue to focus on the Client and Server to improve efficiency and add new features. It's all coming together rather nicely!

I've reworked a lot of the UI: As I mentioned, the old action bar is gone, replaced by a nice new one (that actually works). The chatbox has received an overhaul and looks a little nicer now. Haven't changed the inventory or character windows, I think they look just about right as they are. I'm seriously considering scrapping the player frame though (the silver frame with HP, MP and XP) as it's not fitting in with the look of the rest of the UI which, aside from the icons themselves, is almost entirely code-generated and doesn't use external images.

I've also added a new local map system. Hitting 'M' on the keyboard switches the screen to a map of the entire zone you're currently in so that you can see where you are and where you're going. This map is dynamically generated and doesn't require any special graphics or external files. It's essentially just a zoomed out version of the main screen, and isn't terribly high quality but I think I like it. When I make the next release we'll see if people like it or not.

There's no overworld map yet (showing all zones in the game) but that's probably going to entail a brand new system involving external graphics, and will probably just show the locations of zones rather than what's in those zones. That's something for the future, when the layout of the entire universe is solidly mapped out and pretty much carved in stone.

So I think a few tweaks here and there to the new features I've implemented, together with a couple more minor features and we'll have a Stage 2 Client and Server. Then it'll be time to knuckle down and complete the improvements to Diamond so that it can fully export maps into the C&S software, which will finally allow me to start work on the world itself. As I've said before, I intend to build a larger but still relatively small world including a home city/village, questing areas and a dungeon with final boss for the Stage 2 release.

Depending on work and life, I hope to have Stage 2 released this month. Stay tuned!

Agent
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Posted: 1st Jul 2011 19:37 Edited at: 1st Jul 2011 22:13
And here are a couple of new screenshots from development. They are still taken in the old test world in which I am still working until the upgrades to Diamond are complete, but they show some of the new stuff:

New UI with castbar
Glowing castbar on successful cast of Death Bolt
Healing Flash with part of the enveloping magic animation visible
Pick Lock tooltip
Ice Shard
Kidney Punch
Overhead Strike
A clearer look at the spell cooldown indicator on Healing Flash. Notice that the button is half dark. That darkness shrinks away to the left as the cooldown ticks away until the button is exposed and ready for casting. Notice also that the icon for Death Bolt is 'blued' out, indicating insufficient mana for the cast.
Random code segment, just for fun, showing some of the new castbar code
Another random code segment, showing some of the spellcasting network code
Overhead local map view

Enjoy!

Game Warden
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Posted: 2nd Jul 2011 07:12
Wow all of that is looking so great! Whenever I complete my space game my goal is to move on to a 2d rpg (minus the mmo part since I'm still very much learning) and this game is going to serve as inspiration. It's trully amazing to go through this thread and see your game's progress. Keep up the excellent work this is trully a gem.

Agent
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Posted: 21st Aug 2011 12:26 Edited at: 21st Aug 2011 12:27
Hey everyone!

Sorry about the lack of updates recently; rest assured work on Solodor is proceeding full steam ahead. It's been a little more slowly going than usual as I have been on night shift at work, which leads to less productivity during my downtime. I'm returning to day shift in the next couple of days, however, so I hope I'll have lots more free time to work on Solodor in the coming months!

I have mostly been working on the tilesets and on Diamond, the world editor, so that I can get started on building the new test world. There are soooooo many features that need to be added to Diamond so that it will be capable of constructing the massive, richly detailed world that I have planned for Solodor.

I don't really have a great deal to report since last time, as much of the work I've been doing doesn't have a visible effect in the game (it's all backend, toolset and server code lately). However, I do have a new screenshot for you all!:

Indoor scene



Agent
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Posted: 20th Sep 2011 19:27
Hello again!

I've been hard at work lately on Solodor. The conversation/intention system is now complete and so is the questing system! Complex, conditional conversation trees can now be constructed, with characters saying different things and assorted hidden conversation response options becoming available depending on your progress through quest trees, items carried, level and stat development, which other NPC's you've met, and more.

NPC's can now issue quests to players through the conversation system, and quests will appear in the new quest log, complete with multiple objectives, different objective types (kill, collect item, report to NPC, explore zone, etc) and tracking system. The new quest log tracks and reports your progress through each quest objective. When you're finished, handing in the completed quest is also done through the conversation system and it needn't be the same NPC you received the quest from. It's *very* flexible, and I'm really excited about the way it's turned out.

Right now I have a very small two-zone test 'world' up and running with a short five-part quest chain, with complex conversations operating and full multiplayer cooperative gameplay. There's about 10 minutes of gameplay in this little world, but it was just designed for testing purposes.

Over the next week or so I'm going to design and construct a much larger test world, to provide something along the order of an hour's gameplay. This will mark the first major milestone in development and I will release what I have at that point for you all to explore!

Stay tuned, this game is turning out to be a lot of fun!

CumQuaT
AGK Master
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Posted: 21st Sep 2011 03:05
This is a really well polished game! Well done!

Malevolence: The Sword of Ahkranox
www.msoa-game.com
www.facebook.com/malevolencegame
Agent
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Posted: 26th Sep 2011 15:48
Hey everyone!

Time for an update... lots of good progress done lately. Tweaks here and there to the engine, more features added to the intention/conversation system, a full questing system that keeps track of kills, item collection and areas explored, with room for lots more quest types in the future. Zones reset when there are no players left in them, so if you kill everything in a zone, leave and come back, the baddies will have respawned to battle with again!

The engine is now at the stage I want it for the first major tech demo release. I have started building the small test world so that there is plenty for testing players to do while exploring the game! My goal is to create about one hours' gameplay for the tech demo, created through multiple quest chains. I hope that this will provide a good environment for people to check out the game and fully explore everything I have done so far!

Stay tuned guys, I am anticipating the tech demo release within the next two or three days!

baxslash
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Posted: 26th Sep 2011 15:55
Nice! Look forward to seeing what you've done!

Agent
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Posted: 26th Sep 2011 18:35
I'm having heaps of fun constructing my little world. It's a LOT more time consuming than I thought it would be. My engine is getting nicely polished as I go... just little things here and there that I notice as I'm building the world.

I haven't even begun scripting any quests or even placing most of the NPC's yet, I'm still just laying out the landscape and zones. I have completely finished four zones (three little indoor rooms and one large outdoor zone), with two more zones laid out ready for detailing. I have two to three more outdoor zones to start work on that I haven't even started outlines for yet, then I need to detail all the zones, place NPC's (friendlies and enemies), and then hash out a quest chain.

There's probably another full day's work involved in completing construction of the world, and another day after that scripting the quest chain. I am hoping I'll be done in two to three days and I'll be able to release my tech demo!

Agent
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Posted: 3rd Oct 2011 17:54 Edited at: 3rd Oct 2011 18:10
=====================================================================
BEHIND THE LAND OF SOLODOR, Version 0.0.2 TECH DEMO 04OCT11 has been released!
=====================================================================


Download the game HERE (105MB Download)


Hello again everyone!

Well, I've been hard at work on Solodor for the last week or so (these things always end up taking longer than we expect, don't they?). I've got the engine tweaked to where I want it for this release, and I've built a small (and as yet, still incomplete) test world of twelve zones. Only half of them are detailed, filled out and populated, but this is of course only a tester version.

I'm looking forward to people's comments this time around, as this version is fully playable and there's meaningful stuff to do. There's about half an hour's gameplay there, which is enough I think to demonstrate the game. There's multiple zones (even if some of them aren't fleshed out yet), complex conversation trees, several multi-part quest chains, items, armor, magic, weapons and monsters!

Once you've battled and defeated Amatiel, that's the end of the quest chain. Don't be discouraged by the fact that the dungeon itself isn't fleshed out - the door to her final chamber is located in the middle of the wall at the far north side of the empty dungeon, and she is in there, ready to fight!

For the completionists among you, there are some rare drops that come from specific monsters... see if you can find the following items:

A pair of boots that will make you rival Icarus...
An amulet that does something "awesome"...
A wearable item that all angels have... black and white versions!
A shining blue sword that's very, very honest...

Check it out - preferably with friends, as I'm very interested to see how the netcode holds up. Let me know how it goes!

EDIT: There's a troubleshooting section in the ReadMe.txt file. I haven't had any reports of things not working yet, I'm just preempting any possible issues for people using other OS's.

Lucas Tiridath
AGK Developer
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Posted: 4th Oct 2011 01:20
Hi there. This project looks pretty amazing. I just downloaded and tried it and I encountered a couple of issues. First off, you've missed out the dlls required by the Matrix1 plugin but that wasn't a problem because I had them lying around anyway so I just threw them in the root directory. I'm sure you're aware of them but in case not, you need msvcr71.dll and msvcp71.dll. Once I tried to run it after that, I got the error:

Runtime Error 1002 - Bitmap does not exist at line 507

I get the error about a couple of seconds after I try and load the client with the server already running. It starts loading, I see the blank window and the cursor and then I get the error. I'm running Windows XP SP3. Hope that helps and hope to try it out soon.

Ashingda 27
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Posted: 4th Oct 2011 04:53
Im also getting the same errors.

Agent
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Posted: 4th Oct 2011 07:06 Edited at: 4th Oct 2011 07:07
Hmm, that's odd. I don't use Matrix1Utils!

I have it in my plugins folder (so that I can run other people's code) but I've never used any of Ian's commands myself. I assumed that the compiler wouldn't include any plugins that aren't used, but perhaps I was wrong.

What's confusing though, is that a friend of mine (who doesn't use DB at all) was able to get it running without complication last night. He didn't have the DLL's either. Not sure what to make of that.

The program makes a large bitmap (3000x3000) at the start of execution, which is used for the drawing of the overworld map. This bitmap is created at line 507. It looks like this command (CREATE BITMAP) must be failing for some reason.

The only reason I know of for this command to fail is low system memory. Can you think of any other reason this might be happening? Could it have something to do with your graphics card? What OS are you using? What version of DX?

It's tough for me to diagnose since I can't reproduce it (I'm also running WinXP SP3), and my friend had no difficulty running it (he's on Vista64).

Anyone have any ideas?

GIDustin
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Posted: 4th Oct 2011 07:10
Quote: "The program makes a large bitmap (3000x3000)"


That is your problem. That size of bitmap is outside the range of some video cards. I haven't downloaded your newest version yet (I Do plan to) but I am 100% certain my laptop will fail running it. I had the same problem when I wanted to create a "rules" bitmap that scrolled with the mouse. It ended up being 3 bitmaps that seamlessly spliced together.

So, get that fixed up all quick-like so I can try this out!
Agent
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Posted: 4th Oct 2011 07:17
I thought it might be a video card thing. It's disappointing, because the overworld map is rad

At any rate, I've already modified the game code to accept a commandline switch that disables the overworld map. There are two minor bigfixes in there as well that my friend and I discovered last night while testing. I'm going to include the Matrix1Utils DLLS just in case, too (they just need to sit in the main executable directory, right?). I don't think there's anything else I need to adjust right at the moment so I'm creating a new install file now. It takes ages(!) so bear with me and I'll have version 0.0.3 up and ready to download this afternoon.

GIDustin
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Posted: 4th Oct 2011 07:23
Quote: "I'm going to include the Matrix1Utils DLLS just in case, too (they just need to sit in the main executable directory, right?)"


I assume you are talking about the MSVC* files, then yes.

So why is the overworld map so big? If the screen isn't 3000x3000, then why would your bitmap need to be? You could resize whatever you are displaying to fit a standard bitmap size and use that. I guess I would have to see it to know for sure. Your game so far looks like you are no novice to DBP so I am betting you will have a working workaround by the weekend, yes?
Agent
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Posted: 4th Oct 2011 07:28 Edited at: 4th Oct 2011 07:29
The overworld map is just a quick hack, really. The current implrementation was never intended to be final, I just wanted a quick "just-do-the-job" solution during development.

The function that displays it draws the entire map to this big bitmap, makes a sprite of it, and reduces it in size to match the drawable bitmap's size, then pastes the whole shebang to the drawable screen. No frills, just a quick hack.

I'll have to recode it to draw each tile in reduced size directly to the drawable screen.

Agent
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Posted: 19th Oct 2011 20:08
Well, I've been working some more on Solodor lately. I'm uploading version 0.0.3 as I type this, and I'll be updating the first post with a download link when it's done.

In this new version, I've addressed (but not corrected) the overworld map bug by selectively removing it from the game. You can activate it with the -enablemap commandline switch if your graphics card supports it. Otherwise, do without!

I've fixed a couple of bugs, like the annoying threat-theft bug which caused enemy NPC's to switch targets midfight, preferentially hitting lower-numbered entities (which isn't intended).

I've implemented a nice main menu interface for connecting to a remote server (no more typing connect commands into the game after deliberately failing a local server connection).

Stats actually work now - Intelligence increases the power of your spells, while Wisdom increases your max mana and mana regen rate. Constitution increases both max hp and hp regeneration rate. Strength and Dexterity improve the power of some special melee abilities. Right now Charisma doesn't do anything, but that'll be affecting abilities later on too.

I've also included the appropriate DLL's in the main program folder too, for those who haven't got matrix1utils set up.

There were a bunch of other minor tweaks and adjustments too. What I'm really interested in this release is how the game runs on various operating systems, whether the netcode is dependable, stability of both the client and the server and whether or not the game is shaping up to be any fun!

There'll be a download link for the new version in the original post shortly.

Agent
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Posted: 19th Oct 2011 20:56
Ok, version 0.0.3 is now up and online! Grab the new installer and let me know what you think!

Download the game HERE (105MB Download)

Agent
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Posted: 23rd Oct 2011 08:49
Anybody tried the new version yet? Let me know what you think!

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