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  1. 16 points
    iamallama

    Devblog 89: Bank

    It's getting late and I'm getting tired (and grumpier by the minute). Before I get into the what I've done and what is left to do, I want to say that I plan on having a supporter weekend coming up at the end of December. However, I have some really annoying bug that is pissing me off. For some reason when playing, after about 5-10 minutes the player just freezes. No idea why. You can't walk, you can't use any items, monsters still walk around you, but apparently can't see you because they just ignore you. Relogging resets it and you can move again for a few minutes. And if there are two people in game, they don't freeze together or anything. But the really annoying part is that it only happens when playing with the server online. If I build a server and run it locally, no issues. If I use the editor as the server and connect a client, no issue. So I need to just put like a hundred debugging statements through the code, build and upload the files to the game server (which in itself is a 20 minutes process regardless of what changed to the server files) and restart it...then play for several minutes until it causes problems again. So, as of now there will be a supporter weekend, but it is dependent on me fixing that issue above. I don't think it will be an issue, but it is really time consuming with a lot of waiting for uploads and stuff like that. Supporter Weekend Details Currently the plan is to open the server to everyone with the supporters role at 8am PST on Saturday December 30th. I'll keep it open all weekend for supporters and open it 8pm PST Sunday December 31st for everyone. I'll keep the server up and open for everyone for an additional day or two taking it offline most likely Tuesday evening. I'll make another announcement in the news forum with more information in 2 weeks in case anything changes. What's New/Changed Day/Night cycle: Created a script to color the overlay over time from night -> dawn -> morning -> day -> dusk -> night -> repeat. The script keeps lighting times in sync with the server and handles fading from one time/color to the next. Rewrote the character selection: Now it is more like the old style. The characters stand on the cliff scene along with the empty slots. You pick a character and it shows their details. Click play to select whichever one you want. Bank: I know I said I was going to put this on hold last month. But it turns out someone already did some of the work. I was able to build off of someone elses work to implement it in game. I just had to add tabs and make a few other things work. Supports multiple tabs, 40 inventory items per tab. Currently there are up to 10 tabs available. First tab will be free. Additional nine tabs will cost Pixels (price to be determined) for a total of 400 bank slots. Banks can be shared between all characters on a single account. Can deposit/withdraw gold from the bank from any character on a single account. Bank Gifv Pets: Modified so that they stop getting experience when they reach the same level as the owner and can't be summoned if they are a higher level than you. Maps: Tiled, the map editor we use, came out with a new version that includes "infinite maps". Meaning they aren't constrained in size and are automatically chopped up into smaller pieces. While I haven't started using it in the game, I have played with the maps and map importer in a test project. Hopefully this will make it easier to make a complete world. I can't think of anything else. I did a little bit of work on a small side project for someone (interfacing an API for their game to handle logins and buying/selling premium coins). I'm also working on a side project for the game framework I'm using to convert some other addons to work with a 2d version of the framework. So keeping pretty busy. Roadmap Fix issue with repeating attacks after cooldown Add a combat cooldown and make sure things like auto-healing stop while in combat. Get AoE attacks working. Framework has these, I've just never tested them. Finish character select screen to make the characters standing on cliff again. 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 Added lighting, just need to figure out the colors for transition and create a network synced timer. 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 lfor 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 Bank/Warehouse Shared between characters on an account. 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. Player market. Ability to set fixed price and sell an item while not online (FO style). Maybe ability later to auction.
  2. 3 points
    Archangel

    Devblog 89: Bank

    Isn't it crazy though, some of us have been lingering for years. We're all a tight nit little group at this point. 4 years for a game that will meet the exact niche that we want from a game, with a open community and a developer that talks back to the community openly, is worth the wait. Even if it takes awhile to do, I'd rather enjoy my time among a smaller group of people than an extreme company with so much overhead. Each update is progressively getting there (seems to be said a lot), but if you look at the past couple of months, things are starting to really piece together. Looking forward to helping out in any way I can as well.
  3. 3 points
    Seph

    Devblog 89: Bank

    http://folegacy.boards.net/thread/128/week-1-start Come this January 5th (somewhere around there) it will be 4 years of development. It will all be worth it in the end, to bring online gaming to a better place. I feel like the mmorpg genre has been stale for quite some time, but that's just my opinion. Too many mistakes have been made: poor business models, watered down experiences, buggy servers, uninteresting dialogue/storylines, generic this/that, pay-to-win nonsense, toxic communities, companies that ignore their players, and the list could go on.. unfortunately.
  4. 3 points
    here are some link that will take you to stuff about FO, and yes i am responding to a question not for me, form july. https://web.archive.org/web/20110926052415/http://www.fantasy-mmorpg.com/forums/general-discussion/5080-helpful-links-world-map-guides-database.html https://web.archive.org/web/20120429071216/http://www.fantasy-mmorpg.com/forums/general-discussion/717-fantasy-online-f-q.html https://web.archive.org/web/20120430120155/http://fantasyonline.unfine.de/npc/?search=skill-shop&byclass=1 https://web.archive.org/web/20120430120057/http://fantasyonline.unfine.de/map/img.php https://web.archive.org/web/20111210090737/http://www.fo-wiki.com/?menu=database https://web.archive.org/web/20101009180803/http://www.fantasy-mmorpg.com/forums/general-discussion/466-how-much-exp-do-you-need-lvl101.html https://web.archive.org/web/20111210092102/http://www.fo-wiki.com/npc/? https://web.archive.org/web/20130315125236/http://www.fantasy-mmorpg.com/forums/general-discussion/32660-frequently-asked-questions.html https://web.archive.org/web/20111126142316/http://www.fo-wiki.com/items/?desc=&by=ITname&byclass=&do=&search=&ind=100
  5. 3 points
    iamallama

    Devblog 88: Pets

    Quick and dirty, here is what was done: Pets (that's right, pets) The framework I use came out with an update that included pets and I went through and implemented them in WoT. You can purchase pets from any NPC that sells them. You get an item to use to activate the pet and you can only have one pet active at a time. Pets follow their owner around and have two attack options, attack and defend. "Attack" means that they will attack anything that their owner attacks. "Defend" means they will attack anything that attacks their owner. Both options can be toggled on or off. Technically they can have multiple skills, but for now only use one. Later (much later) there might be some way for an owner to setup like a behavior tree to trigger certain skill use like heal owner, heal self, attack monster, cast buffs, cast debuffs, etc. Pets have their own experience system and can be leveled up just like the player. They can be traded (as long as I mark them as tradable) and things like level do stick around (I did test this). Fixed a long standing bug that has been annoying me for way too long. This is the issue I talked about that was giving me a headache for the last few months. Well, that bug is squashed. The problem was that when you killed a monster they would go through the death process. On respawn, they would sort of float back up to their respawn position. The issue had to do with a conversion of a 3d object back to 2d. The 3d object wasn't getting updated of the new spawn position on respawn but the 2d object was. Then the 2d object would kind of float from the old death position back to where it should be on respawn. Added our old background image for the login/character select screens. I missed it. Actually, the plan was always to add it back in, I just finally did it. And if you want to see the image without the login screen, you can check it here: https://imgur.com/4RtViJv Updated many of the UI scripts so they don't make changes when not visible or available. This should offer a decent performance update for client side stuff. Implemented the Pseudo Random Distribution (PRD) system for critical hits (and blocks). I did this before, but I just now reworked it for use with the new framework. This works similar to how DotA does PRD in that multiple crits back-to-back or long streaks of zero crits due to just bad random number rolls are less likely to happen. Instead, crits are distributed over several attacks and after a certain number of failed crits, you are pretty much guaranteed to crit. And carrying over from last month, I've updated the roadmap: Changes are: Moved harvesting and warehouse to lower priority. It really isn't critical and I need to focus time on fixing issues more than adding side jobs. Removed pvp from game altogether. I'll add it back later with zones. Not critical for launch. Added note about lighting. Lighting itself has been added, but some network synced timer is needed for cycles. Added note for character select screen. Full Roadmap: Fix issue with repeating attacks after cooldown Add a combat cooldown and make sure things like auto-healing stop while in combat. Get AoE attacks working. Framework has these, I've just never tested them. Finish character select screen to make the characters standing on cliff again. 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 Added lighting, just need to figure out the colors for transition and create a network synced timer. 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 lfor 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 Bank/Warehouse Shared between characters on an account. Harvesting: Lowered priority of this because it can be added later 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. Player market. Ability to set fixed price and sell an item while not online (FO style). Maybe ability later to auction. Edit: added player market to roadmap for later implementation.
  6. 3 points
    Cookii

    Thinking about you all today 

    Thinking about you all today
  7. 3 points
    Mula

    FO question

    will forever be the most obvious underrated game I've ever played.
  8. 2 points
    Archangel

    FO question

    If you think about it, the answer is pretty clear. With talk of the Lunar Base on the rise for many months, Gamer was bribed by a force we'll never know and now has left to join them beyond the stars. With the loss of the creator, the pixely empire ceased to exist. . . In reality, it was more than likely due to financial issues and losing interest to keep the game afloat. There was an increase in the amount of double XP weekends and sales for a month or so before the announcement was made, a lot of people theorized it before it actually happened. For programmers and developers, even if you loved something so much, if you lose interest it's hard to develop for it (trust me). Especially if you are not getting a sense of accomplishment or financial gain to justify the time spent on the project. It's really hard to put in the effort into something you just don't get a return out of anymore. In regards to the OP, FO was a classical game meant to bring us back to the old days. It introduced some concepts and customization absent from a lot of games at the time, but to be honest, it was not really cutting edge and would not have stood the test of time. There were fundamental design problems with the game, lacking a original story and content to keep it together are glaring issues, as well as many bugs and core design features (such as gating items behind a pay wall for most players was off putting). Many players simply got bored and quit because of the large gap between area releases, and content updates were little progressions that helped fix small things but not the big picture. Still, with what was there, it was a joy and fun game to play. It would appeal to a very specific base of players, so the market for it was quite niche, but it got the job done. I believe WoT can funnel the information derived from various projects and ideas into a pool where we can make a game with as little problems as possible (though no game is really perfect). WoT has a good user scope and idea pool to utilize various design techniques to appeal to more masses, as well as explore many avenues for player progression and content. Still, WoT will not have cutting edge technology involved, nor will it be unique in nature (neither was FO) but that is not the point of the game. WoT will still have aspects that "are like other games". I do believe however that if the project succeeds, WoT has the potential to vastly improve over FO.
  9. 2 points
    You want to see my fruits? Well...if you say so...I actually did grow some awesome tomatoes this year.
  10. 2 points
    Terrazer

    Devblog 88: Pets

    pet rock
  11. 2 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...
  12. 1 point
    ApathyBear

    When is the game coming out?

    Hi, Josh! We don't have a set date for the game's completion, but iamallama (lead coder and fancy person) keeps a running list of things that still need to be completed for a working beta. The lists are available in the more recent devblogs, found here: https://wavesoftime.com/forum/17-news-and-patch-notes/ The FAQ page doesn't seem to be up, but you can click here (https://wavesoftime.com/faq.html) or find it under the 'forums' tab when it decides to come back.
  13. 1 point
    Seph

    Pet breeding?

    This won’t be too much like Pokémon, as that’s not the core of this game, so we’ll have a more basic concept of pets. You’ll be able to have them fight alongside you, level up and grow stronger. They will have their own abilities I believe. You can buy them from NPC’s at first and sell/trade them to other players. It’s possible in the future they could have more depth, but for now this is a great start getting them in this early.
  14. 1 point
    Dainank

    Waves of Time - Discord Server!

    Hello there! I have decided to set up a 'Waves of Time' Discord server as I think that it will be very active and extremely helpful for guilds (recruitments and such). The main advantage is the live chat feature, as well as the fact that people will be able to DM each other very easily about questions e.t.c. To get started, simply click the following link: https://discord.gg/vuQxkUd Advantages: live chat easy communication between players call groups separate chat groups bots guild recruitment/application Hopefully, this will slowly grow and eventually get pinned by the DEVs! Many thanks and have a wonderful day, Dainank.
  15. 1 point
    upandadamw

    FO question

    I listen to the fantasy online song every now and then. it would be cool if the song appeared somewhere in WoT
  16. 1 point
    Archangel

    Guilds

    I think putting gold into a guild is a great gold sink and participation basis, it's one of the best gold sinks in the game in my honest opinion because you can infinitely scale up the guild levels on a curve. On the other hand.... unless you're more than likely near "end-game" par say, you most likely won't be actively putting in gold to the guild. Still though, it's a counter-inflation method of sorts. Especially if the gold you put into the guild, is gone for good, and cannot be returned. One easy thing to think about might be daily/weekly guild quests that award gold or small items (small crafting materials, or the sort) upon completion for all members. Simple, not game breaking, but makes something to do for being in a guild (potentially helping new, low level members as well). At the same time, you could also be on your own and get the materials/gold yourself.
  17. 1 point
    upandadamw

    Guilds

    In some of my favorite guild based games the guild has a level system where the xp members of the guild gain also goes to the guild. i really like the idea of guild perks, this encourages competition between guilds and gives players another thing to spend time grinding for, people want more perks so they want to join a better guild. the problem here is why wouldn't everyone just join one big guild and have all the perks, the solution is a player cap per guild. player caps would encourage guilds to implement systems involving activity or level (you can only join if you're a certain level, or you will be removed after a certain period of inactivity a day a week etc) the player cap could increase with guild level, or it could be fixed at a reasonable number like 100 I can imagine 2 main systems for perks When the guild levels up they get a perk point they can use to invest in a number of perks (attack, defense, speed, health, extra xp, extra gold, etc) Perks are gained with a certain amount of collective contribution (everyone in the guild can contribute to the thing they want, once the contribution level is met it is unlocked.) contribution could be gold, or players could get 1 daily contribution point, encouraging guild members to organize what to invest in just a rough idea right now it would need balancing and more thought @Izzy a guild treasury would be cool to store money, items, etc. it would be a good way to easily exchange resources among guild members (low level players could gain access to better armor to help them level faster)
  18. 1 point
    The ting goes skrrrahh, pap, pap, ka-ka-ka Skidiki-pap-pap, and a pu-pu-pudrrrr-boom Skya, du-du-ku-ku-dun-dun Poom, poom, you don' know
  19. 1 point
    Archangel

    Guilds

    Llama mentioned this at the roadmap of the recent Dev Blog located here: Dev Blog 89 The framework has guilds included in it, but the guilds (in game) are not connected to forum guilds (the ones you see here). The goal is that you will be able to create a guild here, and it creates it in game, and vice versa, making them interchangeable. The forums will be used as meeting places, chat discussions, and so forth.
  20. 1 point
    xXnoodudeXx

    Devblog 89: Bank

    i hope you can fix the bug where you freeze in place without losing your sanity, and good work with the development!
  21. 1 point
    iamallama

    Devblog 89: Bank

    @botastiac The last devblog covered that. Currently it is on the list so in the plan to be made, but isn't a priority because there is already player to player trading and a trade chat channel. Eventually I'll add it in, but for now I have other things I would rather work on. And this isn't a complete list for the game. More is planned, but this is enough to move into a more open alpha/beta stage.
  22. 1 point
    KingAruthur

    Waves of Time - Discord Server!

    Well, thanks for at least giving a shot at it. That mission was quickly aborted lol.
  23. 1 point
    pics or it didn't happen!
  24. 1 point
    iamallama

    Devblog 88: Pets

    yea, they attack/defend for now. And they get experience being summoned while you are attacking. They take a share of the experience and that is how they level up. Currently though the levels are nothing more than how much they can attack/defend for.
  25. 1 point
    "I'd rather shoot for a star and hit a stump than shoot for a stump and miss." -
  26. 1 point
    I started playing FO in about 2010 or so, played the crap outa that game, never spent any money on it but even still managed to grab an SSC item. On the comments on Kongregate people mentioned FOLagacy which then migrated to the LlamaQuest forums. So I've been around since I was a 12 year old kid until now at 19 hahaha.
  27. 1 point
    iamallama

    Devblog 88: Pets

    start making one
  28. 1 point
    joppelarius

    Devblog 88: Pets

    aw nuts! there better be squirrel pets
  29. 1 point
    Seph

    Devblog 88: Pets

    Haha right, that's actually my norm. My mind is always overflowing yet I don't often form my thoughts into words irl. @jjthejj Yeah I have no doubt this will work out. Llama has poured so much of his life (and $) into this already along with the rest of the team and their hard work. At this point I just wish I could do something else to help in a more effective manner.
  30. 1 point
    jjthejj

    Devblog 88: Pets

    I do imagine there have been many a games that have started with just as much promise as this one, which is why I was excited but not ecstatic when I heard of this "LlamaQuest", HOWEVER! 99% of these great startups either go south while in development and start adding too many wacky ideas that it all just becomes a mess (Which this game has avoided and is keeping quite clean while still including many new great features) or, and I imagine this is very common, gets 10% complete and then the community and developers/artists all loose motivation and eventually the progress slows down into next-to-no existence (And this game has clearly shown over the past years that a steady and unwavering progress is all we should expect in the future, this game will be launched!!)
  31. 1 point
    jaeg6

    How is "hate" going to work?

    I find myself making the occasional trip over to this project just to see how things are going. And so far... I'm excited. I swung around today because I thought I actually had a pretty solid question: As the title states, I was wondering how creating "hate"* towards a specific character will work? I'm asking assuming there will be multiplayer combat, plus the whole pet thing as well. What sort of activity is going to produce "hate" if any? Would it just be dps or will we see "hate" produced by something else like healing for example? Will there be provoking skills/perks/attributes? Maybe I'm over complicating things, haha. I just really enjoy combat mechanics. Thanks for the read! *Can also be referred to as "aggro"
  32. 1 point
    Seph

    Devblog 88: Pets

    That's the feeling I had (and still have) when this project first started. Where many other games have tried something slightly similar they fall short in too many ways. This has style and substance without having to make a compromise somewhere in between. It has simplicity yet depth without leaning too far toward one direction. It combines all of the past, present, and future. The more you think about it, it is very much its own beast. You take what works well from many other games and you refine it into something truly great. Such a bright pixely future ahead of us. Bright pixels, now that sounds like a nice premium currency.
  33. 1 point
    Terrazer

    How is "hate" going to work?

    there definitely should be taunting skills for raids and group fighting, so the tank can get the aggro back
  34. 1 point
    KingAruthur

    Devblog 88: Pets

    lm Ukrainian I could go all day trust me, also thanks for doing the counting!
  35. 1 point
    Archangel

    Devblog 88: Pets

  36. 1 point
    iamallama

    Devblog 88: Pets

    good luck... server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework. server framework.
  37. 1 point
    I heard about this game from Muggy and Ari. Hi Shish, how are you doing these days?
  38. 1 point
    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
  39. 1 point
    I am not a FO player and honestly, I don't even remember how I ended here, the only hint I have is the date when I joined the forums January 29, 2017. Edit: I am starting to remember, I was looking for Indie MMORPG and someone suggested this right but I don't remember which site.
  40. 1 point
    I really found this website because I was looking for a game that was similar to FO, after a week of searching I wounded up here WoT. I dedicated time into WoT because I wanted to be a help to the community. Now I end up here typing to this question.
  41. 1 point
    iamallama

    Donations to the game

    Yea to all this. It's 150% premium pixels, fresh off the truck. Not only are these pixels better than your average pixels, we can actually accurately quantify that they are +50% better. Also, you get the title of supporter to show off and maybe some other stuff (I don't know what yet, so don't think I can tell you). It will probably be an early item or something like that, but could be anything else really.
  42. 1 point
    Aridosa

    *stalks people’s profiles*

    *stalks people’s profiles*
  43. 1 point
    jjthejj

    FO question

    I believe they worked hard and managed to swap out all of the infringements. People were upset but I heard that was not why the game closed.
  44. 1 point
    iamallama

    Mobile gaming

    Unity ports to iphone as well with probably the same amount of work as android. I think they have something like 17 different platforms actually.
  45. 1 point
    Izzy

    How do i play the game?

    This game is made by some of the staff that worked on Fantasy Online. As stated in other posts, WoT is in no way affiliated with Fantasy Online, it is a completely separate entity. That being said, it still retains some of the game mechanics as well as the community from FO, which is why people might refer to WoT as the second FO. As for the cost, WoT will be F2P, there will be in-game purchases available, as with all MMOs, since the cost of running the servers is not free. The game is not out yet so you can't really play it, but an open weekend is planned for August 13th for people to test out the game and explore the current state the game is in. To play the game, you can either play off the browser or you can download the game client and play off your computer. I hope you find WoT as fun as FO, if not more so. Enjoy your stay on the forums, Cheers
  46. 1 point
    Happy Birthday MarkTwoPointOh!
  47. 1 point
    Aridosa

    Happy Birthday magicStyx!

    Happy Birthday magicStyx!