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Showing content with the highest reputation since 09/17/2017 in all areas

  1. 23 points
    iamallama

    Devblog 87: Mail and Lighting

    Code Another month down. Another month with stuff done. Another month closer to completion. I feel like this is taking forever. It is definitely a massive chunk of my life and I know many get impatient, but in reality so do I. I would love nothing more than to have my evenings and weekends back and to take up yours with some awesome gaming that we can all enjoy. But, until I'm done (or at least far enough along that I feel good about it all), we all have to wait. As for what was done this month, the list looks like this: If you follow us on Discord, you might have seen this but I found an asset for "fog of war" style lighting and while I'm not using the fog of war part (no way to sync it with the server, at least not a priority), it does actually have a pretty cool lighting setup that looks good for the game. Looks like what I want and seems to work well. I'll probably use it as a nighttime effect and can even color the overlay to use for different effects like a textured (yes, the overlay can also be textured) white/grey for fog, maybe green for toxic fallout, red for a volcanic/heat theme or black for a darker cave effect. I can also adjust the light distance so having a specific item equipped could show more area. Check out this quick gif I made showing NPCs and the player lit up, but not monsters. I can also make monsters disappear if under a certain lighting level. https://i.imgur.com/VF2VmEQ.gifv (swapped out with link to image because imgur is dumb when it comes to embedding. You would think the embed code you copy from their site would work, but no, it doesn't) Unity came out with an update. And as typical, along with that comes a deluge of broken assets and asset updates. So that was a fun day down just doing update after update. I mentioned last month that I was working on a group system. I worked on that, but not in the way you probably think. The framework came out with an update and this included a group system that pretty much did everything my system did and included the stuff I was missing. So I worked on my system by stripping it out and just updating the framework. Good times. And lastly I've been working on a mail system. I'm done with much of the UI stuff, now I'm just working on hooking it up in the back end to actually send mail. Some things I'm including that FO was missing is for players to be able to attach gold or an item for a small premium fee. It works like offline trading because you can send someone an item when they are offline. I'm choosing to charge a small premium fee (for attaching the item, not the mail message) because it is a convenience. You can trade directly for free if you would like. Attaching an item also allows you to set a CoD price. For those that don't know or remember, CoD means "cash (or collect) on delivery". Which means you can attach an item and set a price. When the other person tries to get the item out of their mail, it will charge them that price and the money will be sent back. Which means you can sell stuff using the mail. A percentage of the collected amount will be taken as a fee for the service. To the right is an example of what the send-mail UI looks like. This is what the base framework looks like. I often work within that to add a feature and then port it over to my project just to keep things clean. Plus, when a feature like this is done to a point, I can actually sell it to others using the framework (any proceeds made from this would go back into the WoT fund). One thing that I forgot about last month was that I worked on a map importer script. What this does is allows us to place mobs, npcs, starting/spawn points, graveyards and more. Basically anything we need in game. We can place it on the map in the map builder and when the map is imported into Unity it will place the mob/npc/whatever in that spot. This allows us to quickly add stuff to the map. This is a test map I was using to test the importing. This would be map editor (Tiled) that we are using to draw maps. I have created a special "object layer" that we can write to and has all the icons necessary to add anything to the game. Finally I know recently I've been saying that we are getting close, so for this month I'm just going to post my full roadmap for what I would call a beta. Fix issue with repeating attacks after cooldown Add a combat cooldown and make sure things like auto-healing stop while in combat. Harvesting: Special mob that you can attack only with special tool Special tools that require specific skill to equip Skills and upgrades Fix open world pvp to be zones. Also fix so groups can't attack each other. Get AoE attacks working. Framework has these, I've just never tested them. Bank/Warehouse Shared between characters on an account. Guilds The framework already has these, but they are not connected to forum guilds anymore. Need to get that working again. Pixel shop (premium store) Need to automate pixel sales to add to account Need to make sure the built in framework premium store works Day/night cycle Admin commands /mute [minutes=5] /tp [x] [y] [player name (if omitted, it's a teleport to)] /warn [player] [reason] /kick [player] [reason] /ban [player] [reason] any other / commands I can think of Ideally I would like an admin interface as well that would do more like list online players and have buttons for each of these commands. Logging. The framework is actually really bad at this. Server side logger that stores in memory log events. Every XX seconds the log is written to database for persistent storage. Content Story/lore can be added later, not critical for beta. We can roll this out over time. Maps. A couple at least. Starter area, starter town and a few hunting places to begin with. Need lots of items for equipping. Ideally a set or two for each male/female and class Need more weapons for different classes. Need more mobs (art, placement and balancing) Need more NPCs (art, placement and setting up things like shops) Need more drops (vendor garbage, quest items, etc) Need lots of quests There may be more that I'm forgetting, it is getting late. Especially in the bug department, I might have several things that still need fixing that I can't remember right now. It's also likely possible that not everything here might be done. For example, the PVP zones might end up just being removed in favor of disabling PVP for now. I won't know until I get in there and start writing code. There are also several places that will need balancing. Anyways, this is my list. This next month I'll be finishing up the mail system and likely working on a harvesting system. After that I'll likely play with the day/night cycle and the bank/warehouse. -iamallama
  2. 6 points
    Aridosa

    *stalks people’s profiles*

    *stalks people’s profiles*
  3. 4 points
    KingAruthur

    Night Quests

    Well in devblog 87 it was stated that day/Night cycle will be implemented into the game which does spark some ideas in my head. Well recently I have been thinking of quests that only appear certain times of the day randomly. Maybe have that one shady guy in the corner do to a special quest which can be done in X amount of time only. These quests would be better if they challenging which allows greater rewards. It would be more special if these quests are different such as having them relate to parts of the game where many players would not visit. This helps expand the game players. Ever noticed in some games when you first spawn there is absolutely no one?! Well maybe this can solve the problem by having "night quests" interact with new players such as "party with a player level 5 or lower". Co-op games are shown to have greater success and interest. Give some thought into this, I think it is worth sharing.
  4. 4 points
    iamallama

    Devblog 86: This time for reals

    Code Sorry about that, especially if I just spammed you. I'm used to a code editor and ctrl+enter does something completely different there (inserts a line above or below depending on what editor). Here it submits. Anyways...It's me again. Last month I left off working on an instancing solution to allow for dungeons and things like that. Well that got really complicated really quick (it worked, but had bugs galore) and I was spending too much time on it. So I stopped wasting time on it and figured I should do some actual work that can be done. Let me check the repository to see what changes have been made. And that looks like: Friends list Party groups They are both exactly what they sound like. I downloaded a pre-made friends list add-on for the framework that someone else wrote and installed it. Turns out it wasn't working...at all. And so I had to go through and make it work and practically rewrote the whole thing. But now it works and does the usual. I also added groups. I still have to work out all the specifics as to loot sharing (most likely free-for-all at first because that is how it works by default), experience sharing and things like that. These changes also prompted a small redesign in the player select card UI. It essentially added two new buttons below the player select card (others were trade and guild). They didn't fit and so I needed a fix. I asked in Discord and they suggested a dropdown sort of deal. Sounded good so I knocked that out. Now there is a single "+" button below the player card and it shows a menu instead of the old single word buttons that didn't really fit well. Other than that there were actually several small bug fixes and one annoying as heckin stupid bug that I'm about go fix right now. I'm pretty sure I know the issue, but attempted fixes so far have caused far worse bugs. And there are actually two parts to the issue and I'm not sure how I'm going to get the second part done. This is all related to the "floating monster" problem that some people reported before. I've been able to reliably reproduce it and the first part has to do with after killing a monster and looting it, they get disabled on the client to hide. However, the server tries to "warp" it back to it's starting point before showing again on respawn. Because it is disabled, it never gets that warp command on the client, but does warp on the server. So when it is shown again to the client, it is standing on the spot it died and then tries to "float" back to where the server knows it should be as part of a server/client syncing routine. And having this be an issue over network doesn't help with lag and all. So function calls can be delayed because of client/server communication. I'm getting annoyed just talking about it. Later all -iamallama
  5. 3 points
    Thrasher

    Holy **** I excited

    I played FO so much when I was like 13 and I lost my ability to play it, until a couple years later, but when I went to play it, it was no longer a game. But holy pellet am I excited to play this game. Im a mechanical engineer with programming/ designing skills now so if I can help make this game a possibility please tell me how. FO actual inspired me to begin making my own game, which I am almost done making.
  6. 3 points
    iamallama

    Devblog 87: Mail and Lighting

    Yea, I was. It was getting complicated quickly and I ended up just setting it aside for now. I decided that it wasn't critical for a beta release and can be something that can be added on later. It was taking up too much of my time and I would rather focus on release level stuff for now.
  7. 3 points
    Fatsquishypanda

    FO question

    To this day I occasionally think of FO, I had so much fun playing it. A lot of good times, literally don't remember ever having a bad time. I can still remember the last time I defeated the ogre on my first account, only to get an adult diaper. I couldn't stop laughing at the items, the scenarios and the overall atmosphere of the game. It was fun and humorous, yet still had the vibe of a good old rpg. Man, the nostalgia is hitting hard man...
  8. 3 points
    Wow I've had 3 birthdays since I've joined. Pretty crazy
  9. 2 points
    Kainui

    Kainui's 3D Art

    I've been learning 3D modeling, animation, texturing, sculpting and more the past couple months and slowly getting better. I'm planning on eventually making assets for games but for now I'm mostly learning and playing around. If you have any ideas or concepts for me to make, feel free to just ask, might give me something to do. I might also end up posting screenshots of my progress here. Here is where all my models end up when they're complete: https://sketchfab.com/Kainui/models And here they are listed first to last corresponds to most recent to less recent (literally just finished one today, the other one is my first fully complete textured model made last week) https://skfb.ly/69yzr https://skfb.ly/698tN
  10. 2 points
    KingAruthur

    Environmental Buffs/Debuffs

    Basic Idea Well the night/day cycle was introduced to the community so this helps to add on to this topic. Well I am quite sure there will be biomes in WoT such as snowy, grassland, cave, etc. Well it came up to me that it would make sense to have certain buffs or de-buffs which change the gameplay out a bit. Well let me start with an example, in snowy biomes it is mostly a de-buff area but lets say a player walks into area of a snowy biome. This will trigger X script and give the player -20 spd or so. Also maybe some more advanced de-buffs such as reduced damage to certain mobs like slimes (since they're frozen lol) and this will allow a door for more items like weapons that work well in this biome. The only problem is that it would be very tedious to get like 10 different weapons for each biome. A solution to this problem is providing weapon implants such as gems. (Making Another topic about gems). Gems would allow 1 weapon to be more universal for many things. Instead of having a weapon for each biome maybe only have 2 weapons which would conserve space. More Details Smaller details that I could suggest are rare items that drop from each biome, like many games include such as Terraria which allow a key to drop in a 1 in 5000 chance. This key opens a chest at certain places of the world that unlock a great weapon. It would be beneficial to add to WoT because it these rare items would be great for collecting or simply using as a support item. Instead using the primary weapon for grinding in X biome. Rather use the rare item that was earned to grind in the same biome which will buff the player and is more efficient than the primary item. Example:Snowy biome with Rare item (snowy item) will activate +20 spd and +20 Dmg instead of -20 spd. This is also great because it allows end game players to have something to farm for. Problems with Biome items Well since the rare item drop would rely on luck this could allow very low level players to receive this items and make the game very unbalanced. There are 2 solutions to this problem; Solution one is simple, certain biomes will only be accessible once a X level is reached. Solution 2 is have a quest that will activate after completing all the other quests in that biome. This allows players to focus on main quests first. How does the Night/Day cycle contribute? In the first area I mentioned that the night/day cycle was added so this area tells why it contributes to the "biome" topic. This will be a short piece. A simple idea is the during night or day it makes the mobs harder which will increase to drop chance for a rare item. Maybe some biomes will be better at day or night. -King
  11. 2 points
    jjthejj

    Environmental Buffs/Debuffs

    Hey King! Thanks for another great suggestion! I agree on the idea that it would be interesting to have certain effects or 'dampers' inflicted upon your player in certain biomes. Many newer adventure genre have these added and they seem to make people more excited and engrossed into the environmental aspect of the game. One example is the new Zelda: Breath of the Wild, for the Nintendo Switch, in which the biomes have extremely prominent affects on the player, and force you to wear different armor, eat different foods, and use different weapons. I think games like this prove that it is something people are interested in. However. With WoT it might be a bit more of a challenge to implement. From what I understand the game rotates around a story of about 3-6 elements (I do not remember), and these elements are largely isolated to a single island/area/zone. This could mean that implementing these biome affects in methods like gem implants would not introduce the same kind of fun diverse play you are thinking of, as it seems you would be fighting lots of fire monsters.... and then no fire monsters but lots of water monsters.... I do think this opens up the discussion on how they plan to do the map layout though, will players be encouraged to return to earlier points in the game by more quests or stronger monsters? Or will areas be more so forgotten like Pirate Island in FO. If they are forgotten what happens to the large amount of work that went into creating a elemental environment for that zone? Just some thoughts. I like where the idea is going though.
  12. 2 points
    So we talked about kickstarter a while ago and I wanted to do it to bring in money. But one comment came up which basically said that we should probably only do it if when funded we could put a lot more time towards development. And while I'm not against that, it would have to be funded for quite a lot. Not trying to be greedy either, but more that I live in San Diego and it is pretty damn expensive. I'm being a realist. I can't afford to quit my job to work on this full time until it brings in quite a lot more money. And I would feel bad if it made some money, but not enough to cover wages (not just for myself) and essentially nothing extra happens because I can't afford to work any more time.
  13. 2 points
    Terrazer

    Night Quests

    monsters could attack villages and cities at night and quest could be helping the local militia and said quest could be like world event where anyone participate even not when in group
  14. 2 points
    iamallama

    Night Quests

    Eventually I'll include night features like quests that can only be done at night or even quests that have a day or night icon which will include additional steps or be harder to perform during that time frame (perhaps a boss that sleeps at night and you can sneak into his room and kill him without having to fight his guards). It won't be available in the initial beta as the work is massive. Things like rewriting AI to perform different actions, having different drops, different aggro settings, etc, all dependent on time of in game day. And this is just monsters. Imagine NPCs that close up shop at night and shadier parts of town where black market sales people come out, skills that work different by day/night, etc. There can literally be a thousand things that are affected by time of day.
  15. 2 points
    Mula

    FO question

    will forever be the most obvious underrated game I've ever played.
  16. 2 points
    Mugwa

    Devblog 86: This time for reals

    Ooooh Lench dropped by - dying without my FO peeps in a game arena atm.
  17. 2 points
    iamallama

    Devblog 86: This time for reals

    it doesn't look like much work, but it sure as heckin feels like it. I promise that I wasn't playing games all month.
  18. 1 point
    Kainui

    Kainui's 3D Art

    Cool glad you like it, I'll probably be making 3D waves of time fan art for fun lol.
  19. 1 point
    I apologize about that last post for any who have seen it and taken it as me being kind of angry. I was just making a joke, I have a weird sense of humor. Just to be clear, I do not really mind whether or not I am a supporter or early supporter, so just ignore that post. Thank you
  20. 1 point
    Mula

    Donations to the game

    that means when the game is in session you will receive your donations back as a premium in-game balance (pixels). at a rate of 50% more than the average player would be receiving from donating after the game is already in session. Donations before beta: 150% premium rate (50% more pixels) Donations after beta: 100% premium rate (regular percentage) Correct me if I'm wrong,
  21. 1 point
    Bingboy33

    I'm a great guy trust me

    I'm a great guy trust me
  22. 1 point
    mrmegaX

    FO question

    do you think of the deceased FO? was something advanced for the time? really deserved to be closed? in my opinion was a great game, excellent gameplay and had a lot of good things (like customizing your character) but it was a shame that not much came to know this great game :c
  23. 1 point
    KingAruthur

    add voice chat

    In-game voice chat could be a problem because there may be harassment towards certain people. It could be done but needs to be monitored by a mod constantly.
  24. 1 point
    jjthejj

    Environmental Buffs/Debuffs

    I like the core concept of your idea being that it creates diversity. Maybe there's a way we could involve gems or something else in a unique way that brings in traits that are not elements? Like blunt damage, piercing, poison/burn/slow could even be consider non-elemental. Or they could include a Light/Darkness attribute. This could be present in all of the Biomes. So you'd have essential evil and good fire/earth/water/air creatures. I think that could work really well!
  25. 1 point
    Parents: When you live alone your house is gunna be a mess! Me: No mum when its my house its gunna be so clean! *Moves out, has a clean house for 3 days, cant see the floor anymore for 3 months after that.*
  26. 1 point
    Kainui

    Night Quests

    Day night cycles is a great way to basically mostly double the possible content you can store in one area, plus you can have simple "daily" tasks too or monster bosses that only spawn once per "day" which just amounts to once every 2 hours which is kinda neat. Plus you can involve things like cooking things overnight, having to wear a sweater to keep warm at night, all sorts of unique conceptual possibilities to explore.
  27. 1 point
    Izzy

    Ever thought of kickstarter/crowdfunding?

    Yeah, what Terra said. Once the game has enough content, Llama will probably try to get it on Steam and advertise it on crowdfunding websites. It would be easier to do that once the playerbase has had a chance to get a nice foothold.
  28. 1 point
    iamallama

    Night Quests

    My plan for the cycle right now is that there are 4 states, 2 of which are day/night and the other two being transition (dusk/dawn). The day/night are going to be 60 minutes long and the transitions are 15 minutes. What this means is that a full day cycle takes 2.5 hours. The awesome thing about this is that a full real world day is not evenly divisible by the full cycle. So 3pm IRL Monday could be day time IG and Tuesday IRL it could be night. I personally prefer this as I work a set schedule every day and would be playing at essentially the same time every evening. So if say I could only play from 5-6pm IRL, it wouldn't always be day to me. If I had something I needed to do at night, instead of playing late, I could just wait until tomorrow and finish it then. In total, there would by 9.6 cycles in 1 real world day. I could use a different time offset, but this is what I was liking for now. Day/night IMO is long enough to do several things without being too long that I would be stuck in one or the other. The transition period is long enough to have monsters/npcs/whatever do their transitional thing. And the offset means that short play sessions still have a chance to see more than just one state or the other.
  29. 1 point
    jjthejj

    Night Quests

    Wow this is an AMAZING idea! You could really get far into this! Even something as simple as mobs that only come out at night would be fantastic!! Although I hope your night day cycles would be fairly short, perhaps half an hour to hour long as some people only have specific times of the day they can manage to get on the game and it could be permanently limiting to their progress. Another idea would be maybe Mushrooms or other night plants that come out that you could harvest and craft into special foods/potions. Great idea though Aruthur!
  30. 1 point
    Beetslayer

    FO question

    yeah the click based mmorpgs are very underated, ive just sitting here remembering the time that we sat at the 1 zone for hours completely naked waiting for the new area to open lol, or just sitting in the one town, not even doing anything just talking and having a good time ... i hope we can pull something like that from WoT, now im not saying i want WoT to be a mirror image of FO but some similarities would be pretty cool
  31. 1 point
    MeanManSlayer

    FO question

    I absolutely loved the game ... i never thought it would shut down like that ;'( never actually finished the game and i am super sad about it
  32. 1 point
    ShunsuiKyoraku

    Soldier-Mercenary Guild!

    This guild is a hub for mercenaries who want to take on jobs and get paid! Pretty laid back despite the kind of guild this is. There will be events, mercenary of the month, salary, managing jobs, and more! Who said players couldn't give quests? Check guild page for more detailed info.
  33. 1 point
    Aridosa

    Holy **** I excited

    I'm interested too
  34. 1 point
    FrickinDave

    Quest Rewards!

    What is this game?(Edit: Apparently I'm blind) Looks interesting - could try it if it's browser based.
  35. 1 point
    tyvmiamallama
  36. 1 point
    Lencher

    Devblog 86: This time for reals

    Thanks for the hard work
  37. 1 point
    That's what she said
  38. 1 point
    Dang this was just for the weekend? I was all excited and thought it was finally released :/
  39. 1 point
    Rummicup

    Devblog 83: Mostly UI and then some

    Love it! Can't think of anything else to say, but love it!!!
  40. 1 point
    ShunsuiKyoraku

    Devblog 82: Another week

    First! Just kidding here's an actual response. Great work, I love to see all the progress! Idk why but just this list of stuff done and stuff needed to be done is super satisfying to me so keep up the fantastic work.
  41. 1 point
    Aridosa

    Happy Birthday Raeva!

    Happy Birthday Raeva!
  42. 1 point
    Aridosa

    Happy Birthday Raeva!

    Happy Birthday Raeva!