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  1. 21 points
    iamallama

    Devblog 82: Another week

    I was busy today and wasn't able to get what I wanted done for the devblog. So I'm just going to give a small write up on the progress with the framework and push a full devblog off until next Sunday. I said I would be busy this last month and I was. The travel that was planned for last week was pushed back and I'll be gone all this week on travel for work. The framework is working out well. Even while being busy, I was able to do quite some work. The framework works only in 3d and so I spent a large chunk of time switching it over to 2d. There is still benefit with it though because most things aren't reliant on 3d or 2d. Really only walking around is, but that is a large part so yea. I got the testing map I've had for a while imported. Got the player imported and modified the built in player script to work with 2d. Got movement and navigation working with 2d. Got moving with keyboard also working in 2d. Copied the player sprite to make a monster for testing. Got the monster script modified for 2d Got the monsters moving for random movements for 2d Got aggro zones for monsters working and they work awesome Got monsters attacking and the hp for both player/mobs working with spawn points after death and loot (currently only gold) Got chat working and skinned the chat gui to match old client Got minimap working and skinned to match old client Got hp/mp bars working and skinned to match old client And while that looks like a lot, and even some that wasn't done before (aggro, better spawn, etc), there is still a lot to do, but it definitely seems more manageable. This is a chunk of what is left. For the most part the framework already does it, I just have to test, skin dialogs and get them working for 2d. Need to build an npc sprite and get them working/modified for 2d Need to get quests working (already supported, but need to learn how they work and expand on them) Need to get shops working (already supported again) Need to get inventory working (same) Need to skin about 20 more dialogs and in game UI stuff Equipping and outfits Build login system (remaking the one included) I'm sure theres a bunch more, but this is the basics and a (no so) quick update. -iamallama
  2. 16 points
    iamallama

    Devblog 83: Mostly UI and then some

    Code Sorry for the delay of today's devblog, but it's better late than never. It's been a productive month. I have been working furiously towards getting the UI stuff done. Here is the list of completed stuff: Got the equipment and inventory tab done. Actually I just broke the equipment character preview and too tired to fix it for tonight. But it was working. Got the quests tab done. I would still like to have a "tracking" section for quests so you don't need the side panel open to see the most relevant quests you are working on. Got the half of the skills tab done. Well, the skills part is done, but the "stats" section needs to be added. Switched over the default framework stats switched from the standard strength/intelligence to what we are using. Still need to test this and use the stats somewhere (no where using them yet). Got the guild tab working. Lists members, leader, member count and ability to leave guild. This is currently not implemented with the same guilds as forums, but eventually will be. Got the login status panel working and skinned (looks different now). Got the character select working and skinned (looks different now). Got the NPC store working, still need to be skinned. Stuff left to do for this next month Unfortunately there is still more UI to be done. Mostly NPC dialog stuff, some other initial NPC dialog skinned. NPC shops skinned. NPC quest dialog skinned. NPC guild management dialog skinned. Player trade dialog skinned and tested. Player/mob/npc select card needs reworked and skinned. After those UI things, I need to get crafting working (already in framework, need to skin and test). And need to get the pixel market in place (once again, already in framework, need to skin and test). Skill/hotkey bar needs modified, skinned and tested. And I still need to rework the login system to work with the forums and/or any site we list the game on. Here is a gif I shot showing what the current state is (warning, I didn't embed because of large gif, here is the gifv version): http://i.imgur.com/t87UzKI.gifv And lastly, I would like to say thanks for everyone that is still hanging around. I know it's been a long time, but there has also been a lot of work. I would like to have another supporter weekend soon, but I don't want to commit to a date yet because I don't know when some stuff (specifically login related) will be done. I'm saving up some time off from work so I can take a few days to just focus on the game. Hopefully that works out and I'll do it then. -iamallama Art LT has been working on another project and so he has been busy for the last month or two. For us, he did some tile work as you can see here: And last month he had done some work on our overworld map, finishing out the north: I didn't share that last month because I wanted to expand our interactive map, but we don't have any new landmarks made up. So I'll get those added in for next month to play with. -iamallama
  3. 6 points
    iamallama

    Devblog 83: Mostly UI and then some

    Most likely not. This is just a simple tester zone that I have been using for everything. While we have been working on an overworld map, that doesn't translate directly into individual area maps. We could throw some stuff together, but it would really just be something made quick and not in any way the final map for the game. This is the result of the framework. Unity separates different "levels" by what is called scenes. The framework, due to the way unity networking works, needs to run all in one scene. Previously I was using a separate scene to handle the login, character select and the main game. This is no longer possible. So I have made the best of it and rebuilt the login and character select. One interesting note though, if you notice in the beginning in top left of the map the "blacksmith" npc is not there and once I click "server & play" he appears. It is at that point that the "login" happens. After that you are getting updates from the server on what is going on around the world. Meaning that while in the character select screen you would actually get an overview of the map and be able to see players and mobs running around down below. I plan on in the future picking a random place to put the camera when starting up so that you see somewhere different with stuff going on in the background. Ideally though it wouldn't be a major hub because last thing people want is lag on the character select screen because you are getting updates from 100+ people standing around.
  4. 5 points
    Archangel

    What Drives Us?

    This might sound a little crazy, but the reason I play MMORPG's in general have changed in my own perception through the years. In the beginning of my days playing them, it was all about me and what I could do for myself. I didn't really ever consider others or why I was doing it, all I wanted was to be the best. Today the reasoning behind why I choose to play a game and dedicate myself to it can be shifted down to three categories: Community, Contribution, and Giving Back. Community: After walking through dungeon after dungeon, it's nice to kick back and talk with people. The forums/global chat/end-game community determines how long I would stay with a game. Finding a group of people that I can call "friends" and have conversations with about the game or even outside of the game really helps seal the deal for me. Suddenly the same mundane tasks become less cumbersome when I am doing it with people who I know will appreciate the contribution and time spent doing the tasks. Suddenly everything becomes a lot more fun and the game has deeper meaning when I can discuss lore, theories, etc. with people from the game. The game has more depth and I am enticed to learn more about the game and care more about the game if I have people to discuss it with who are just as passionate about the game as me. Then, because of this added support, I am enticed to stick around longer and throw more effort into the things I do for the game. Contribution: How a game allows me to contribute back to it determines how much I will stay. This can range anywhere from having elevated duties from a typical member, contributing to a wiki, writing a forum guide, leading a group of people with in game things (guild / events / etc). Being in an atmosphere when I know I can contribute in some fashion to see something become elevated is a huge thing in games for me. As time has gone on and I have become older, games have become less about what can be done for me, and rather, what can I do for other people, leaving me to my final point... Giving Back: This point is a subjective point, and a more personal opinion, but any game where I can give back to the community and feel good about it makes me happy. In reality, a lot of games this can be done in, but it's a different perspective from giving something to someone on World of Warcraft vs. giving someone something on a smaller community game like WoT. In my perspective, the real treasure that I've always had in any serious MMO I've played is either paying real money or grinding for days for an item for someone else, only to give it to them unexpectedly and watch their reactions of excitement knowing they are receiving an item that might have taken weeks or months to grind for. Suddenly all that time spend grinding in dungeons and lounging about gets exceptionally more rewarding knowing that somewhere on the other end, someone sitting behind a computer had a fantastic day because you gave them something they did not expect. Especially in younger kids, it makes me chuckle knowing that you can reflect happiness in someone using virtual pixels, and for us older folks, it makes it rewarding knowing that the other person spent time to gift you something. I always strive to give back as much as possible, and usually am known in most games as an over-generous person (people do abuse it). Like I said though, knowing that I can get a human reaction of happiness from the time I spend inside the game makes me happy. From the game perspective itself, it's hard for me to care about a game initially because most of my actual happiness and experience with a game flows outwardly. I feel like, with a good story, and a rewarding experience, it makes the entire cycle much more compelling to do, and makes it a sort of challenge for me. So in a way I drive myself to complete a game knowing I give back, so all the boss monsters, dungeons, raids, are simply obstacles in my path from my journey to reach that own end-point of a game. Regardless, something that has always enticed me and is usually reflected in my own character is the ability to grind gold and show it. You'll typically see my characters in game with expensive outfit sets and a large number of gold coins in my pocket, but usually that's to give back to other people. So in a way, I suppose this is a different perspective to look at from your statement on "What was it all for?". To me a game has the most meaning outside of the game itself based on how enticed I am too care about the game. In the end though as long as people can find something to be excited about and find some sort of worth from the game, then that's all that matters.
  5. 5 points
    i have been really lazy lately and today i wanted to update this image, not much has change since last time but i want it saved on the Internet
  6. 4 points
    iamallama

    What Drives Us?

    Either way though, we do have an awesome community and I hope to foster that. I know that Gamer had a few people that seemed to push him around to use their payments as a way to get what they wanted. You guys might not have seen this as much as I was a moderator, but it did happen. I personally have no issue banning those twats for not following the rules. We are trying to make something fun, but that isn't easy as "fun" is subjective and you can't please everyone. So my goal is to just make something that I enjoy and would like to play. I don't know if we will go that much into the depth of "do I care about this npc" or "why am I killing X mob". There just has to be some understanding that you are good, they are bad and that's just the way it is (fun fact, someone actually wrote a book based off the lord of the rings world from the point of view of Mordor where the LOTR books were just propaganda by the victors of the war and many main characters were war mongers trying to invade their land). If someone is interested enough in the story, we do have some plot points that should be fun and allow you to connect with the main character. But I feel that most will just want to get past and get to playing.
  7. 4 points
    Seph

    Do we know a predicted time of release?

    Sometime this year or the beginning of the next wouldn't be too unrealistic, but any longer and..
  8. 4 points
    something like that? i dont have a animation for the hair or the female :/
  9. 4 points
    the greed is endless like the joy It gets from seeing the suffering
  10. 3 points
    I say we build a wall around this game until we find out what's really going on. Oh, and this game will be grindy, obviously. With the very simple/casual persuasion to play, I'd predict that the dominating playerbase would match that. I personally can't wait to meet more normies like myself.
  11. 3 points
    While I would be proud if it did blow up, I kind of wish it wouldn't simply because the community is awesome the way it is now and I can only cringe at the thought of what it would be if there were several thousand more active players. But I guess that is inevitable.
  12. 3 points
    Well said, this game is truly a work of art! It will sorta be up to the people to spread the word too although.
  13. 3 points
    i love the community of this game, if the community keep the same way they are, i think this would be one of the best games ever made
  14. 3 points
    KingAruthur

    Community Driven Content/Admin's please read

    Hello fellows, another topic started today that I have been thinking about lately. There is a point in every game where it reaches it's full potential and hard to improve, so many games alter to community made objects and servers. I wanted to bring this idea in Waves Of Time and see if this idea will bring any good. I see pixel art can be set into the game but I am talking about community made anniversary maps and holiday objects, etc. I feel like when the community ties into the game it keeps the player in interest. I can see that the game has a slow process of completion and I understand since most of us have lives to live. I also thought maybe the dev's can reach out to this community for help, in art, suggestions (already started), and other ideas. I have not seen much help besides the very old contests; also who knows maybe a big surprise or the game content a secret? I was wondering if new contests can be made or something I can do to help. Why I want to? I'm on this forum constantly and always wanting to help, maybe someday my pixel art will improve; currently I am working on it on my free time. Also not many people are active to my extent so I get bored reading the same topic 10 times. -king
  15. 3 points
    Seph

    What Drives Us?

    Appreciate all the replies guys. Personally I've always felt like I need to rush right to the end of things and that's when I come to life. I'll max out as much as possible until I'm in a comfortable position then start doing things with other people, whether it's endgame raids, helping with early random quests, or sometimes even quicker leveling for friends. I very much agree with @Archangel. The community is quite a big deal in terms of your overall experience within a virtual world. You wouldn't want to be surrounded by toxicity, but rather people you can actually care about in some way or another. As for the giving back and contributing, generosity is its own form of fulfillment apart from personal accomplishments. It's a good feeling to be able to reach out to someone else and complete goals together or know that you're able to brighten things up just a little for someone else. @IzzyYou said it man. Only thing better than loot is even more loot. Sweet shiny legendary, ancient, exotic, seraph, pearlescent loot. While I would like to know the staff's opinion/answers on these, I'm glad I got to hear everyone else's thoughts.
  16. 3 points
    Alo

    What Drives Us?

    Collecting everything. I love collecting stupid, physically nonexistent things. Like with Terraria, I have reached the end game pretty long ago but I decided I will collect literally everything. Just because I can. And I find it relaxing. It was basically the same thing when I collected the sprites and anything else I could from FO. It wasn't because of nostalgia or to save the game and maybe give it to someone one day to recreate because that would be illegal anyway. I saved it because of the "journey" or collecting and organising. My mind is absolutely unorganised and catastrophic, but the things around me are usually neat and tidy. I don't have answers to your question, those things never came up in my brainie.
  17. 3 points
    I do not like call of duty, all they do is reskin everything and call it a new game. I vote for battlefield 1 easy.
  18. 3 points
    SpiderOfAnarchy

    Devblog 82: Another week

    HAHA! I finally finished ("finished") a track that was...pretty much just a challenge to write and organize. It was a pain from start to end, but an enjoyable one
  19. 3 points
    Seph

    PvP Suggestions

    I'm usually a PvE kind of guy, but don't get me wrong I enjoy PvP and believe the whole point of it is to find out who's stronger, smarter, more skilled and has a plan as to exactly what they will do to defeat their opponent. To have a good PvP set-up you must first ask yourself what is the point to PvP? Is it for fun, to find out who is better, or do you just want to kill someone? All of those reasons make sense, but the one that stands out the most is "to find out who is better". You don't think people are addicted to PvP because they enjoy losing do you? Not at all, in fact they enjoying winning. They want to be the best, the strongest, smartest, and they want to be victorious. They will work so hard to achieve this goal, by leveling the highest, obtaining the strongest gear that works for their strategy, and using the most powerful skills they can think of. PvP doesn't favor equality, it favors the one who's simply the best. If you are too weak, then you simply need to apply yourself if you want to do better.
  20. 3 points
    mvp

    PvP Suggestions

    This is a big controversy apparently. We see a little bit of the community wants PvP and the rest would like to see its absence or segregation in the upcoming title. Here's the problem I see. Most of you come from a game where PvP was nonexistent beyond an uncompleted button-mashing minigame which died out a week after release. You all enjoyed grinding monsters mindlessly with the goal of level 120 in your head. Most of you, as I recall, never made it there. I would like to ask the level 120's how fun it was after that. I imagine their response would be in the neighborhood of "boring" or "My alt was almost perfect!" I am not on the side of sacrificing PvE and going for a complete PvP takeover. I actually enjoy a challenge in PvE but it does get boring when you understand the elements behind that script. From my understanding, most of the bosses in this game won't even be scripted and will just have health added on more the majority of launch. Now, players are unpredictable and allow continuous hours of experimentation and gameplay by being unique. I'd like to point out that some of the most interesting games to watch are PvP-related. Lets look at Twitch for some actual numbers. Keep in mind that it is about 2:30am in the US at the time I am posting this so the numbers may be greatly reduced from their usual figures. Most of you are probably questioning why I would even include these figures in the first place. Look again and you will see that all these games are multiplayer. There are very few single player games that are popular on twitch. I would also like to make it apparent that all these multiplayer games are Player vs Player! people want to see others battling it out and find out who is the best! So how does that transfer over to Llama quest? Simple, we need PvP to get a bigger audience. I'm starting to wonder if some of you think this small community is enough. This game will be running on optional transactions so we need a lot of support. This means bringing in users who do not know we exist! Going back to figures, somebody made note in a youtube video that Runescape's community was made of 90% PvP users and the other 10% was PvE. So do we really want to exclude users from PvP? Of course not! I don't think that was ever an option. What is a big deal though is the attention PvP users receive. If we get another arena thrown on the side that's completely optional, horribly made, and has no relation to the real game, do you think any PvE user is going to try it out or PvP users will even accept that? We have a good base system going on the game and I think it can fluently be translated into a PvP format with proper balancing. What I'm seeing is comments that suggest people may believe world PvP and ganking is going to become a standard thing on all the servers. I'm not in charge of any of this and I only represent myself when saying that PvP will surely not come to the open world anytime soon. I would like to see a PvP server and maybe a 10% experience increase or 10% currency drop increase due to the danger of getting killed. Some may argue this is overpowered or unfair and that is up for debate and is not a big issue in this discussion. One of the key things the FO-Legacy community ignited over was a PvP ladder on the highscores. For this to work, real time has to be put into the gameplay to have it be competitive and require actual thinking. Arenas will surely be the way to go on this games PvP system and that is the way we would want this ladder to work. As for a relation to the real game, I would prefer if users could transition between PvE and PvP with that respective interest. For example, a PvE user can get a PvP-specific item and vice versa. Maybe each has a bonus you can pick up while doing that activity so we can push users out of their comfort zone. I just don't want to see another poorly made PvP arena thats thrown to the side with only cosmetics to show for it after everybody has left. I want something we can enjoy and if we choose, we can flawlessly transition over to the PvE community and straight back without interference. I don't want to go to you PvE guys and say here's the arena, get in or log off. I want everybody to have a say in what they take part in. In conclusion, PvP players - give them proper attention and working content. PvE players - provide them a safe playing environment and peace of mind. Allow players to cross between the barrier at will and without friction. I'd also like to reiterate on the idea of weekly PvP discussions. If somebody is willing to pitch in their two cents, I would love to collaborate on a system that we could do weekly getting feedback from all sorts of users on how they think PvP should really be. Also to the staff, would you hold something like this in General Discussion or Suggestions?
  21. 2 points
    I can't for the life of me find a Pixel-MMORPG that is actually good. Most people have an interest for the simplicity of Pixel-MMORPG's and the fact that there are not a lot of them out there gives this game a really good chance at being successful. I can already see this game blowing up shortly after release. Can't wait! Best part is, I can say that I was here from the beginning!(kinda)
  22. 2 points
    fossile

    making tiles....slowly  

    making tiles....slowly
  23. 2 points
    iamallama

    Community Driven Content/Admin's please read

    You must not have seen some of the stuff I did then. I'm fine with things being fun and quirky, but I don't care for large emoji heads or stupid things like that. I would rather find stuff that is less crazy and fits the theme a little better with proper shading and stuff.
  24. 2 points
    iamallama

    What Drives Us?

  25. 2 points
    idk how big can a beast be, but because is a semi demon god it must be big
  26. 2 points
    Cyrus

    Devblog 83: Mostly UI and then some

    Looks amazing! Seems like after three years, we finally have a game forming!
  27. 2 points
    KingAruthur

    What Drives Us?

    I see where you are coming from, the contribution section is mainly where I fall when it comes to how long I stay interested in the game, I love to contribute because it expands my knowledge of the game and helping/answering questions is always interesting for me. Maybe I could be a server moderator since I love talking to the community as you described. We are all waiting for the gift, which is the game but when it comes I see bright fates above to come. When I think of FO it always brings me back memories and warmth since the people who were devoted to the game were a large chunk of the community. So I am also trying to accomplish that so I can continue the success of the game. I wish these platinum games would stand around forever but no community=no success.
  28. 2 points
    Izzy

    What Drives Us?

    That was beautiful :')
  29. 2 points
    I'm genuinely ecstatic right now. I loved the plain tee shirts
  30. 2 points
    KingAruthur

    Elemental surroundings

    Well since this game incorporates elemental skill abilities I thought it would be cool if the elemental skills could tie into the use of surroundings such as water, if the class came across a pond maybe in the area the water class has a short skill boost that will help deal with surrounding deserts. The only problem elemental classes such as earth have an easy bonus since earth can be found everywhere. Or for "earth" maybe have small ruins or something which boost that character. Even cooler a earth class can shape plants like trees to make them "root" people.
  31. 2 points
    I always liked the plain tshirts. Gamer missed an opportunity with those to make it something like buy a tshirt in real life, simple plain tee with a logo and get a version of that shirt in game. I'll likely find a way to add them to the game regardless.
  32. 2 points
    Ashley

    How about an android version for Fantasy online

    Rucoy Online is decently similar to FO, you might wanna check it out. It's on android.
  33. 2 points
    Sadly I feel a lot of the people who are really looking forward to this game can't afford to donate (me included ). And that's the thing, it's not like llama has unlimited free time to work on the game. Everyone has to make a living.
  34. 2 points
    iamallama

    Devblog 82: Another week

    My mother lived nearby just inside WA for several years around my teens so I spent a week here and there in Portland about 15-20 years ago. It was really a cool place. And I loved driving out to Multnomah for a day.
  35. 2 points
    iamallama

    Do we know a predicted time of release?

    I wish.
  36. 2 points
    empeoror

    Devblog 82: Another week

    As someone who just recently started to dabble in Unity, I can't say how much I respect the amount of work you are putting into this game. Keep up the great work Llama! I can't wait to see the game running once it is all put together.
  37. 2 points
    I'm gonna try archeAge again, on the new fresh server. if anyone is playing as well send me a message
  38. 2 points
    mvp

    PvP Suggestions

    No. I think you are looking for this Dear LQ team, Don't turn PvP into a mini game and don't turn it into coward hit and run game. Also, don't turn it into a joke by offering different game modes. This isn't Halo or Call of Duty. It would be better for everybody in the long run if PvP was balanced and fair for everybody. This means equal numbers and equal opportunity. This does not mean give us all the same hp, the same gear, and the same spells. This means allow us to use our class as we would in PvE but against other players. Give us long and interesting battles dependent on the skill of the combatants. Yes it is work. If nobody else wants to do it, give me the task of balancing PvP. I'm pretty confident Frozen knows what he is doing though and he would be able to erect a great PvP system. He's doing a great job on the skills anyways. Signed, somebody who actually cares about PvP
  39. 1 point
    I've been making raps haha check them out if ya want
  40. 1 point
    Terrazer

    where are you

    where are you
  41. 1 point
    Archangel

    Devblog 83: Mostly UI and then some

    Probably because the work Llama does for us is priceless.
  42. 1 point
    Happy birthday today (again)..... My gift is an unlimited supply of air
  43. 1 point
    Happy birthday Archie! May you find alot of happiness this day!
  44. 1 point
    Kindly get your avatar out of my mouth, please. You taste like metal and memes.
  45. 1 point
    KingAruthur

    What Drives Us?

    Dat feeling when you loot a extra rare legendary limited time item... *cough cough* realm of the mad god
  46. 1 point
    Izzy

    What Drives Us?

    It's for the loot, dude. Always for the loot.
  47. 1 point
    KingAruthur

    Forum timeline

    I know the idea of a progress bar was thought about but it would be nice to have a timeline bar, since no one really knows when the game is finished just have a progress bar what shows what already has been accomplished. Even though this isn't really a priority it would be nice to have it under the "more" tab since it allows newer server visitors to show what has been completed. Also adding the date underneath the accomplishment to show the current development in the game. -King (Ukrainian translation) Я знаю, що ідея бару прогресу думали про, але було б непогано мати тимчасову шкалу, так як ніхто не знає, коли гра закінчена тільки є прогрес бар, що показує, що вже було досягнуто. Незважаючи на те, що це насправді не є пріоритетом, було б непогано мати його під «більше» на вкладці, оскільки вона дозволяє більш нові відвідувачі сервера, щоб показати, що було завершено. Крім того, додавання дати під виконання, щоб показати поточний розвиток в грі.
  48. 1 point
    iamallama

    How about an android version for Fantasy online

    It's like a wall defense game where you play a kid that lives in a haunted hotel that has to run from room to room to stop the ghosts from pulling off and wearing the sheets on the beds in your rooms. Each wave the door to another bedroom unlocks and you now have to check that room as well.
  49. 1 point
    iamallama

    Devblog 82: Another week

    Portland is such a beautiful city. Too bad there are so many hipsters.
  50. 1 point
    Numinex

    How about an android version for Fantasy online

    oh wow rocket league rip off games. what has humanity come to.