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  1. 22 points
    iamallama

    Devblog 84: A day late...

    Code So I'm a day late with the devblog. It wasn't for a lack of trying. I was actually working last night for a couple hours trying to take a gif to show off all the juicy UI stuff that was finished. And by finished, I mean it is pretty much finished (the UI work that is). There are two UI elements that aren't done. One is a menu that is going away and the second is the Pixel Shop (premium store). And that one is because I haven't got an idea how I'm going to do the shop yet so it is on hold. And since I did mention a gif, here it is. Well it was large so here is the gifv instead: http://i.imgur.com/x1olrM0.gifv You can see tons of UI stuff was done and since I know you all like lists, here is a list of everything that I did (that I actually logged): Skin the player/select card. Converted server to using MySQL. Framework by default uses SQLite. Make so only initial attacker can attack mob. Framework by default was a free for all. Make so only initial attacker can loot mob. Framework by default was a free for all. Fix issue with mob losing target. Framework by default someone else could walk up to mob and it would switch target. Damage Text for attacking. Still need to change a little and add a gradient. Bland white text for now. Add back in hold mouse to keep moving. Add name to Player/Monster/NPC. Add health bar overhead to Player/Monster. Skin crafting window. Skin trade window. Setup side panel guild tab. Setup side panel skills tab. Setup side panel quests tab. Skin NPC dialogs. (Ignore all the buttons in gif. NPCs at most will have 2. Testing has all.) Greeting Quests Shop Guild Got NPC shops working. Got quests working. Fix so selection indicator is separate from move indicator. Framework by default they were same meaning it would appear you deselected your target when you moved. Added trade chat Added guild chat And here is another awesome list of stuff that I have left to do: Get login system working with forums. Get a webgl build of game working. Fix issue with repeating attacks for after cooldown. Framework by default won't attack again if there is a cooldown (vs just attack time). Fix healing in combat. Framework by default has you healing always. Need to disable when in combat. Pixel shop. This is one of two UI things left to do because I need to design it. Design and skin the premium pixel shop Add tabs for showing off deals and shop items. PVP Zones. Framework by default has no zones and whole world is pvp/pk. But there is a "murder" system where you get flagged as "murderer" after killing someone. Others can then kill you without setting "murderer" flag. And here is a final list. This one is stuff that still needs to be done, some important and some not. But it is essentially all stuff that the framework I'm using doesn't have already built in. They are in a separate list because they are each a lot of work. Party system. Framework doesn't have one yet. Harvesting system. Framework doesn't have one yet. Friends List. Framework doesn't have one yet. Bank/Warehouse. Framework doesn't have one yet. Mail System. Framework doesn't have one yet. Admin commands. Framework doesn't have any. Need to add a bunch for assistance and fun. Logging. Framework doesn't log much. Some stuff goes to Unity log. Would prefer stuff to go into database to be queried. The last two lists are all stuff that still needs to be done by me. Not counting content. But it isn't what I'll be working on this next month. This next month I'll be getting stuff ready for a supporter weekend. Which leads me to... Supporter Weekend That's right. It's that time again. This time it will be the beginning of July. As in 01-July-2017. I will be working all month trying to get things ready, adding some new stuff and generally mess things up or shoot down perfectly valid ideas. Fun stuff like that. As of now, I'm thinking that Saturday, 01-July I'll be opening to supporters sometime in the morning. Then Monday, 03-July open it to all until Wednesday when it all comes falling down. Looking forward to it! -iamallama
  2. 9 points
    Alo

    And this is my graduation project: 

    And this is my graduation project:
  3. 6 points
    iamallama

    Character Border

    Trust me, you can. I wouldn't want to have to go through a 20 option questionnaire to customize my toilet paper before I can wipe my ass.
  4. 6 points
    Anyone got huge plans this summer? I am going to visit my friend in Vienna in a couple months! I will also have a long layover in London so I will get out and see that a little too. Then back home to work work work lol...
  5. 5 points
    Tomarrow10

    Character Border

    It would be cool if the border around you Character HUD Changed as you leveled up. (Kind of like Diablo 3)
  6. 5 points
    xZoeyx

    Crafting/Enchantments/Alchemy

    Crafting is usually a big part of any RPG game, so I'm sure we're all familiar with that, but Enchantments and Alchemy not so much. Crafting Simply material + material = thing you want, there are many different crafting systems over all the MMORPG's I've played but they all have the same basic concept, you evolve your item through combining it with higher level materials thus making the item better. Now there are tons of ways to do this, for example we can just do the same thing FO did. You mine/lockpick the supplies you want in order to craft the item, speak to a crafter, wait a whole lot of hours, (or pay gems which you probably shouldn't do) and voila you got your item. BUT this was extremely time consuming and discouraged almost all players from ever wanting to craft their next tier set of armors/weapons. It could take nearly 4 whole days! to craft the next set of armor you wanted as we approached the end game of FO. Of course you shouldn't get the item immediately but it shouldn't feel as grindy as it did in FO. With a crafting skill that time should slowly decrease based on how good of a crafting skill your character has. Another thing, there shouldn't be NPCs which are crafting the items for you, I think as you level up and go along you unlock new crafting recipes to continue making the next armor/weapon this also reduces the time it takes to walk and speak to the NPC to get the item you want, not a big deal but it makes a difference. Further more we can add to the idea of unlocking crafting recipes by getting them as a reward for a side-quest/main-quest. Another thing that never happened in FO was the ability to craft consumable items, it was just minerals/armor/weapons. I think higher tiers of consumable items should also be craft-able. Alchemy The idea behind Alchemy is similar to crafting, combining 2 items and creating another, but instead of putting them together you would get something of equal value to the two (or more) items you put together. Alchemy is basically crafting but without the long wait, you get the item instantly, but you never know what you'll get based on the items you put together. Most games usually allow you to exchange 2 items for cash/gold, and never really allow you to armor/weapons which I think is a good idea. Alchemy would be a quick way to get rid of useless items in-order to get gold. That gold could also be increased as you level up your Alchemy skill, it could also potentially give you additional bonuses like getting a ruby/sapphire as a 10% chance when you use your alchemy skill. Enchantments Enchantments are different from both crafting and alchemy. This takes an item you have already created, and makes it better/stronger whatever you want to call it. Say you crafted the golden llama sword of llamaness and wanted to make it better so you could hit harder. You'd simply reinforce it with more materials and it would become better by a certain percentage. You could add an element to it, such as the 4 main elements in LQ, Fire/Wind/Earth/Water with a rune/stone whatever. That would add elemental damage to your physical damage. Once you enchant and item it should be permanent, meaning you can't remove the buff from the weapon you want, but if you had multiples of the same weapon you could potentially use the enchantments to your advantage i.e you use the water enchanted llama sword when you're fighting fire based enemies. Enchantments also add more thought to PvP and make it more skill based finding which enchantments would work best for you. That's all I've got to say for now, what do you guys think?
  7. 4 points
    fredonia

    Character Border

    I like it. What about element specific borders? I can also see borders unlocking for special achievements/events. Maybe make them selectable in an options menu?
  8. 4 points
    iamallama

    Vanity and reborn system in the game?

    I may not like it much, but I'm not so stubborn as to never think about adding rebirth. I imagine that at some point there will be something. Not sure what it would be, but it is possible. But it won't be like FO where it is just content filler. We have to find some way to make it work and be fun for me to add it.
  9. 3 points
    juraija

    Human enemies

    i was thinking if there was going to be enemies that looks like the normal characters, because that can make a new possibility with the clothes in the game, i mean that if you manage to get the set of "Bandit" the bandits wearing the same clothes will not attack you unless you attack them first, i remember reading that there was going to be clothes to get in some places without being attacked but i dont remember reading if we get them by killing a human NPC with the sprites of the normal characters or we just stealth them from a random chest... if this was answered before i must say that i am bad searching and finding topics on this website, or maybe just too lazy to make a really effort on the search
  10. 3 points
    Lighterthief

    Character Border

    I like the idea, definitely something we can look into.
  11. 3 points
    i am kinda lazy to do stuff, it took me hours lol
  12. 3 points
    Bard

    Devblog 84: A day late...

    Holy baloney that's alot of work! Awesome job I finally got a better job now so I'll see what I can donate with my paycheck coming soon. Y'all deserve it (even thought your whole team deserves alot more for all the work you put in already). Slightly off topic, but this may be useful: http://www.alteraeon.com/articles/gold-balancing-in-mmos.html That game's economy has held pretty well, and the game was originally created in 1995! Sadly it isn't open sourced, but at least it's somewhat interesting to check.
  13. 3 points
    iamallama

    Greentext.

    > Be @HighQuality223 > Claim that forums can't do greentext lolwot.gif > mfw I show him the color button You can also edit the source and change most anything you want. The system will do it's best to keep it free of hacks. I assume it works.
  14. 3 points
    iamallama

    Devblog 84: A day late...

    Spawning monsters and stuff. Eventually we might be able to have full on events that happen when an admin runs a command. It's still up in the air as the infrastructure for any of this is not in place yet. Loot window has "X" now, however I noticed while shooting these videos that the npc dialogs need a back button. It's not much of an issue other than it is annoying to have to close the window and click the npc again. It's now on my list. So there are two ways I can go with this and I'm not 100% sure which I'm going to do. I was planning for a while to just make the game webgl which means it would run on any OS that can run a modern browser. Not sure what support on Linux is for that, but I assume it works with Firefox. The other way I can go is actually making a standalone build which has support for windows, mac and linux. In fact I run the server from a Unity build on an ubuntu machine. But I have a few reservations about standalone. First, Unity games are trivial to get the source code out of which is fine for a single player game, but more of an issue with multiplayer games. Finding a hole in a single player game makes it no fun for yourself. Finding a hole in a multiplayer game makes it no fun for everyone playing. I would prefer for Unity to get their il2cpp working for standalone games before I try this, but I doubt that will be ready for a while. And second, another issue is that I then need to have a loader/patcher to keep the game up to date. I can do this, but it is another project that I need to make and keep up to date itself. I've done it before (previous supporter weekend); it's not that hard (I have all the tools, just need to create a project and make it look nice); it just needs to be done and also make sure it runs on all 3 major platforms. However a standalone build does allow for sharing the game on platforms like steam. In either case though, I think a linux build will be possible. I know Unity works with Ubuntu as that is usually my goto distro, but not sure about support on others.
  15. 3 points
    iamallama

    Devblog 84: A day late...

    Yes, the potions work. Those are the stock images from the framework for those two potions so I need to get LT to make me something new, but yes, they work. And the bar on the bottom right is left over from the framework. The framework had all the buttons for accessing menus/dialogs right there. As I'm putting everything into the side menu, I'm getting rid of it. Currently the buttons you see there are the stat/attribute menu which is actually in the side bar now. a crafting dialog which is going to be triggered by npcs, but I needed some way to open it while testing. pixel shop (premium store) which is getting a redesign and a close button. Really all are going to be going away except for the pixel shop. But that is getting a redesign for both the dialog and the button so it can be animated or show a one time deal. Hopefully nothing too obnoxious because that always bugs me.
  16. 3 points
    iamallama

    Devblog 84: A day late...

    Yea, it will. The quest log there shows "Kill Red Guy: 0/5" which would update as they are killed. It's not set in stone. It's just something I prefer. IMO it would be less fun if you could attack the cat and have a hundred people join in to kill it. Much less of an accomplishment, unless the accomplishment was getting a hundred people together.
  17. 3 points
    Terrazer

    are you happy here

    are you happy here
  18. 3 points
    MadDinn

    Devblog 83: Mostly UI and then some

    Me : Read the shtuff *keep scrollin while reading* *Looks at the map* Also Me : OH LOOK AT THAT MAP IT LOOKS SO BEAUTIFUL!
  19. 3 points
    What pc games are people playing these days?
  20. 3 points
    iamallama

    How do I start?

    Pretty much that. Though it is worth saying that a supporter weekend is usually opened up to all members on the last day or so. Supporters just get a few days to play around. And the reason they are so few and far between is because for the most part, while the game is being worked on, it is in some sort of a completely broken state that needs to be fixed before even I can build and test it. Plus, I'm a big believer that people form an early opinion of something that that sticks with them forever. I could likely manage something playable with about a days notice or even drop it on early access and make it a point to keep a playable build running at all times. But I think that would sour many peoples opinion and they would essentially be lost forever.
  21. 3 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.
  22. 3 points
    Seph

    Factions or Reputation?

    It's not really a secondary leveling system, more of a goal system for when you want something extra to do. In FO I know people would grind faction up to get the ending tiers for certain factions so they could use some cool gears/outfits/weapons. For LQ it could be more in-depth, such as unlocking secret side quests, having access to special merchants that sell that faction's wares, and also unlocking titles with passive skill increases.
  23. 2 points
    iamallama

    Devblog 84: A day late...

    Thanks for sharing that. It's on my list to add logging as much information as possible and I think this will be a good use. I like the idea of having npcs fluctuate prices based on demand. Would help prevent people from farming the same stuff over and over. Or really having everybody farm the same stuff over and over. I probably won't go in as much depth as they have, but I can see how the logging is important just to track where money is going in game and allowing the computer to make small adjustments here and there to adjust the value of some stuff. I wouldn't allow the system to make any large changes (definitely not at first), but plan on compiling tons of log data like this for review so I can make any corrections necessary.
  24. 2 points
    Mimies

    You gotta

    You gotta
  25. 2 points
    juraija

    Character Border

    you mean something like this? maybe in the forums but in the game i dont see this idea working well this is the border of the avatar in game maybe it can be a common circle in the beginning and add the gem later on
  26. 2 points
    juraija

    boooring...

    boooring...
  27. 2 points
    juraija

  28. 2 points
    iamallama

    Devblog 84: A day late...

    I might make it two rows of buttons on the bottom of the screen. Have to see how that would work with what we are planning. And I still need to fix the buttons to be more obvious. It was quick to just write "guild" and I know what it means. I'm thinking I might put all the buttons under a menu of some sort like click a menu button and it shows all the options. Mostly because there will be more buttons (e.g. party) and then I don't have to worry about text size because it is not shown normally. I can actually write out "invite to guild". I also need to add a message like "invite sent" so it is a little more obvious that something happened. I pretty much just skinned the UI that was already in the framework and modified it a little to look how i wanted (moved stuff around). It will work the way it is, but IMO it is not all ideal. I need to go over it again and do a write-up of things that could be improved or made more user friendly.
  29. 2 points
    FO12

    Devblog 84: A day late...

    *Jumping up and down on chair* Reading this makes me so happy~ said like a child. In all seriousness....I am even more excited then I was back in 2014. Reading what the game will hold is more then FO could wish for. Can't wait.
  30. 2 points
    Seph

    Hide Gear Option

    Will there be an option for example if you're wearing a helmet, to hide the helmet and see your face and hairstyle instead, or will we need to buy a premium cosmetic invisible slot for head, chest, etc? I know in other games there's sometimes an option to turn your helmet/head slot visibility off.
  31. 2 points
    juraija

    Hulk and the copyright

    i was thinking about the skins of the game "Heroes of the Storm", there is a character from Diablo 3 called Kharazim and is dressed has Wolverine, that makes me remember the character creation of Soul Calibur where you was able to make fighters that looks like Jade from MK, Cloud from FF VII, Catwoman from Batman, etc. the question is: there will be any chance of do that on WoT? or the copyright is more hard to evoid that just making them look similary to the original? with green skin and a pant you can make a simple Hulk if the game let us choose any skin color (like Saint's Row the Third) i am sure there will be a lot of interesting stuff being made by the players those are the pants used in the character
  32. 2 points
    KingAruthur

    Character Death

    This is something that hasn't been talked about since I believe it is least important currently but is needed sometime in the future. Well we know that when death occurs the character basically explodes. I have not heard what happens afterwards, I don't think having x percent amount of money taken from the character is fair like most games proceed to do. Like Fantasy Online death did not really cause much trouble to the player. In my opinion waves of time should have something tied along with death; maybe something like appearing the character's elemental world (heaven). Example would be a room with a quartermaster that states something like ,"You have been approved by the Gods", or something like ,"fate has not favored upon you". Depending on what the roll is either the character faces trouble or is set free back into the world. The consequence would be a temporary debuff like "decreased weapon damage" or "Xp drain" which lowers amount of xp gained. Depending on luck maybe have it lasting from 10 to 30 mins. This is just an example after all, there could be other ways to set consequences. Post ideas down below . -King
  33. 2 points
    Seph

    Humble Beginnings?

    As the main focus for WoT is time travel and elements, I see no issues with its originality so far. Doubt I could compare this game to many others out there. Sure there are similarities, as with everything that exists, but if there was something close enough to this then I bet most of us would be playing it right now. Of course we'd like to hear your ideas though, just don't understand where the concern is coming from.
  34. 2 points
    Seph

    Humble Beginnings?

    At the very start of our journey after we've made our character, what will we have as equipment? Will it be something like this image below? I've always enjoyed starting a game with basically nothing and earning everything all the way through. I would like to be able to really value my gear. Anyways, I think it would be cool to do bare hands combat, then get something like a stick, rusty dagger, stone (throwable) or anything that's really worn. This allows the player to look forward to getting better gear and having that feeling of accomplishment when you're finally wielding something you can be proud of, something legendary. Our first few pieces of gear could look almost peasant-like: Eventually working our way up to something like this: I miss the feeling when getting really cool looking gear with high stats was rewarding and difficult.
  35. 2 points
    Seph

    Human enemies

    Humans Are The Enemy (HATE). I'm glad someone understands.
  36. 2 points
    Patience is power. Patience is not an absence of action; rather it is a "timing": it waits on the right time to act, for the right principlesand in the right way. ― Fulton J. Sheen
  37. 2 points
    KingAruthur

    Devblog 83: Mostly UI and then some

    Yes once we will get older by time and we will look back at these times and have them good 'o' stories to tell our grandchildren about technology and the legendary game known as "waves of time".
  38. 2 points
    Terrazer

    please stay

    please stay
  39. 2 points
    iamallama

    Major Suggestion: Be original

    1. I will say that our story doesn't have you waking up with amnesia on a beach and only a stick to fight off crabs...It's a forest and you have a pinecone. In reality though, there has to be some sort of "fresh start" to the world/your life as it makes a good starting point to the game. However, I will say that you do remember your previous life and adventures. 2. The naked stick thing, you have to start with almost nothing but get something pretty quick. At least here you have a tasteful bikini bottom. 3. Who cares what colors are used. We could change them, but then everyone would be confused. 4. What would you expect that beginner weapons are called? Super awesome sword of epic [beginner monster] slaying. There has to be a natural progression of some sort. You can't really go in reverse. And is it really pushing you to buy something when you are stuck with a weapon for the first 10 minutes of a game.
  40. 2 points
    iamallama

    Devblog 83: Mostly UI and then some

    We don't have any more music done yet. Astral and Jeto are both kind of waiting for us to do more work to act as inspiration for them. However they are still around (talked to Astral today).
  41. 2 points
    Archangel

    Humble Beginnings?

    Frying pan? Linear from Evolution Worlds has a thing or two to say about that... *whack whack*
  42. 2 points
    juraija

    Major Suggestion: Be original

    about the beginning, what do you suggest? something like a tutorial where you solve a quiz with questions about your past, like a premade background story that show up depending on your answers? we can start with useless armor/weapons but i kinda like that of starting with literally nothing, i dont see a way to conect a premade story with starting defenceless, maybe something like Baldur's Gate of GameBoy Advance where you start with nothing because someone steal you..... what about the idea of Soul Reaven Legacy of Kain, i think i said this before, we start with a random character fighting against a unstopable monster and eventually the character dies and fall into the Waves of Time (something like the "end of time" or the Limbo) where a voice says that can give him/her a second chance to save mankind and revives him/her almost naked (because of censorship) and the story of the game begins grey, green, yellow and red? the plastic bow was a good weapon lol i like the joke/bad-looking weapons of the beginning, it makes you want to level up fast to stop looking like that XD
  43. 2 points
    Archangel

    Humble Beginnings?

    Almost complete nudity with swinging a stick around? Sign me up for that. Would kinda fit with the theme of the game too.... You know, you wake up after traveling through time, lost your memory, having no idea what happened, almost naked, having to adapt and survive to the era you landed in, figuring out what happened and why you lost all your power... (Also I want some of that end-game afk at the starting area in super armor to attract new players who land almost nude to be greeted by a glorious max level player in amazing looking armor who can guide them in this strange land.) Hehe. But like @Seph said, I like to feel the power creep and progression/reward through each step. Starting from nothing and rising in power is a really good feeling, not only that but it offers the opportunity to start some simple tutorial level quests attached to it as well, earning basic gear one by one so you can see where different pieces go and etc. I've been curious as well, when the game is released will all these forum topics be deleted or archived or something? Wouldn't want to start 2 year old conversations again after release. Hahah.
  44. 2 points
    Archangel

    Devblog 83: Mostly UI and then some

    Probably because the work Llama does for us is priceless.
  45. 2 points
    noobgod

    Devblog 83: Mostly UI and then some

    needs more crabs
  46. 1 point
    ApathyBear

    Why

    Why
  47. 1 point
    Seph

    Character Death

    Mmorpg's don't tend to make a big deal of death anyways unless it's aimed towards hardcore survival type and pvp focus. Dying itself is embarrassing enough, so getting sent back to your spawn point, nearest town or closest location should be fine as it is. Small exp drain wouldn't be uncommon though. I like the Heaven concept but the opposite would be cool instead if you went to Hell and there were some quests that had to do with dying and taking certain amounts of damage. You know, as long as there's suffering.
  48. 1 point
    Archangel

    Human enemies

    So from Dev Blog 81 we can see Bandit hiding in the corner and the image below is all the mobs in the desert clumped together. I think it's definitely possible to have human mobs, considering the vastness of the different areas and themes you could put in the game (along with the different eras like steampunk, mid-evil, etc.) But yeah there cool normal looking characters already drafted. As for getting some sort of bonus when you wear all their armor, like not attacking... I know that hasn't been mentioned before, and I've been here quite awhile.
  49. 1 point
    Cyrus

    Major Suggestion: Be original

    I feel like this game has so much originality to it so far. However, what I am afraid of is that this game will turn out to be a skin of FO or be just like any other ol' RPG. Non-Original Concepts found in other games and RPGs: 1. Amnesia. Please steer far away from this idea. I don't want to just wake up on a beach with no idea who/where I am. Provide a unique and interesting backstory as to how my character ended up in this world. Anything but the cliche NPC saying, "Seems like you hit your head pretty hard! Go to the town to the north and talk to somebody blah blah blah blah blah." 2. Being naked with a stick. Again, this is exactly what happened in FO and in 95% of all other RPGS. 3. Orange-Purple-Blue-White. This color order is what 99% of games use to color-coat their rarity tiers. For poop's sake even COD uses this order. 4. Creating starting weapons as jokes. I get that these can be funny sometimes, but it made me feel really lame to have bow with the sticky ends taken off to provide more damage. It really didn't give me that much incentive to find something better, but it felt like it was pushing me to spend my money to hide the embarrassment. So yeah, just a few ideas to steer clear from. Feel free to disagree
  50. 1 point
    Terrazer

    Vanity and reborn system in the game?

    that's okay, just thinking out loud and giving away what came as i was on this thread. thats a nice way to add it as well if you do want something like that, i know it can be a lot of work to make all these new tilesets and everything tho