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1076050 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:04:06 AM
TIGSource ForumsFeedbackDevLogscodename: Ziros Online. [ multiplatform MMORPG ] [GIF heavy]
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Author Topic: codename: Ziros Online. [ multiplatform MMORPG ] [GIF heavy]  (Read 573 times)
Seki
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« on: October 17, 2014, 02:39:40 AM »

Hello once again tigsource, I'm back with a solo project.

codename: Ziros Online.

A little about me, my name is Cameron "Seki" Znojemsky, and a self-taught artist, however due to all my programmers starting to get extremely busy, i decided to pick up programming as well.

My first solo project Ziros Online is a action MMO.
So i've been working 20 hours a day for the past week, to come up with a concept.
So far i have REALLY focusing on programmer rather than art, and using placeholders for everything.

I designed a full item Databasing system and Mob Databasing system, its so easy to use, i got my 5 year old son to program a Boss.

Everything is server side, and the client is just there to make everything look pretty and to add prediction.
Also, the client is multiplatform ( PC , Ubuntu , OSX , Android , iOS , Windows 8 , Windows 8 Phone and even Tizen. )
Everyone will connect to the same server.

Features so far:
- Full Mob support.
- Account support with MD5 Password Hashing.
- Full Item support.
- Server Side Inventory.
- Map support.
- Warp portals.
- Server Side Monster Collisions.
- PVP (on pvp enabled maps, once again set by server).
- Predicted movement with latency interpolation (smooth online movement with no jitter).
- Full Cross-platform Online Client.
- Fully supported Spawn Database, your able to set how many to spawn in which map, in which area with a random width and height, and even how long it takes for the monster to respawn.
... and some more small stuff.

However...
Every MMORPG game these days, has the whole, get gear become strong.

I was wondering tigsource, should i build a game with "Zelda" Mechanics, meaning a heart system, and you have Archtypes, as in, you can select Brauny as your Archtype and it makes your Strength Stat a bit stronger, 1 HP is equal to 1/4 of a Heart.

With this game, i want to make it so YOU build your character, gear "HELPS" but doesnt determine your strength.

What do you think? A Zelda esque MMORPG Mechanics.

Latest GIFs [20 FPS GIF]:
Chatting:


Stat Progression:


Magic:

"DEM DPS!"



Some Screenshots of the OLD engine here:
Monster Combat:


Changing Rooms to a PVP Room:


PVP Combat:



AND FINALLY some Eye Candy on what it will look like once i get around to the art!

Slime VS. You!:


...


So yes, i would like some feedback on the mechanics, and especially if you like the whole Zelda Mechanics Idea.

Thank you Tigsource!
« Last Edit: November 04, 2014, 02:09:41 PM by Seki » Logged

Seki
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« Reply #1 on: October 18, 2014, 08:46:16 PM »

Anyones thoughts on Zelda-esque Mechanics?

Also today i added and went a bit more indepth with the item system, I added inventory Stacking, and other good stuff.

Implement a fully array'd map system which doesnt drop FPS at all.

and I Finished Item dropping and Item picking up aswell.

Obligatory Screenshot:
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AlexHW
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« Reply #2 on: October 18, 2014, 11:22:08 PM »

The zelda mechanic route sounds good to me- sounds easier to balance.

Will the player have any specific goals in the game?- What is the player trying to accomplish if there is anything?
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Seki
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« Reply #3 on: October 19, 2014, 01:36:44 AM »

I think it might sound a lil' bit silly, but i think the goal of the game, would be to own territory from guild sieges.

I mean in saying that, the Guild members are just pawns in the guild masters bidding.

But ultimately, it will have all to do with territory.

But the quests and side quests will still be story driven, in a more Nordic realm, the thought of a war ragging between gods, has always thrilled me, and will be heavily inspired apon. (in particular Ragnarok).
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Seki
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« Reply #4 on: October 21, 2014, 08:02:49 PM »

UPDATE: Here is my animation program, used to animate my sprites (into code) for a bit more optimization!



Engine wise, i started working on mechanics, and went really far indepth into the Stats, they might look simple, but there not as simple as they look  Wink
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Seki
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« Reply #5 on: October 29, 2014, 04:29:34 PM »

So ive worked on ALOT of stuff over the past week.... Implemented some graphics, Implemented Equips, Implemented Items a bit better, redid the server (now runs twice as fast), Implementing random stuff like dual wielding, and various things like Wep Speed Tables, Wep Sizes/Mob Sizes and a Elemental Table for that Wep Element Wind vs Monster (and player) Element Water extra damage!

Also added full customization to your character. (including Skin Tone)

Here is a youtube video of what it looks like now!:
https://www.youtube.com/watch?v=184wYMaQTaE

Next time... ill try and record with someone.... maybe taking down a Boss.

for those who dont watch the video, but are still wondering what it now looks like, here is me dual wielding 2 Wooden Swords.
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Seki
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« Reply #6 on: October 30, 2014, 02:22:25 AM »

ADDED: Dual weapon DPS Counter.

I have nicknamed this Image "DEM DPS!"



The fist type weapons have a huge attack rate, when dual wielding 2 fist weapons, it also has the least resistance to attack speed slow down, meaning Fist weapons have low attack, BUT HUGE Attack Speed. (Plus there a small size weapon, which helps against these small monsters, if i were to fight a bigger monster, fists might be rendered useless...)

PS: I really need a dual weapon animation.
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Seki
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« Reply #7 on: November 04, 2014, 02:09:45 PM »

New update:
- ADDED: Skills and Magics.
- ADDED: Leveling. (which includes mob exp)
- ADDED: Stat Progression with a Stat Point Mechanic.
- ADDED: Chat (including PMing).
- ADDED: Ranged weapons (including throwing weapons and bows/crossbows).
-- ( Throwing weapons have a higher attack speed, but are a small weapon, and have a shorter range, Archery weapons have a slower attack speed, are Medium Weapon Size(which means there Damage modifier only loses 1 point for Small Monsters and Large Monsters and 100% Damage on Medium Monsters ), have a higher attack and a longer range).
- ADDED: Alot more GUI Stuff. (Including a Mini Map, EXP Bar, Level Indicator and Skill Hotkey Bar and Chat Box).
- ADDED: Regeneration Stat, so Regen time is based off Stamina, the recovered rate is dependent on Vitality or Intelligence, for HP and Mana respectively.
- ADDED: Items can not longer be dropping a place where you cannot get to!

- MODIFIED: All stat mechanics, to support new mechanics, i fleshed out combat alot more recently..

REMEBER: This is a MMO, and is "FULLY" Server sided with prediction (to end your lagless fights!), testing Mobile so far runs at 30 FPS on a 500mhz Phone with virtually no RAM on Android(2.2).

The following GIF's was taken with 10x EXP Rates [20 FPS GIF]:
Chatting:


Stat Progression:


Magic:

https://www.dropbox.com/s/5lzkxx1xivnmxxx/stats.gif?dl=0


Thanks guys!

I cant wait to play people on there PC with my MOBILE!
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crbonilha
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« Reply #8 on: November 04, 2014, 02:44:22 PM »

Nice job so far, seems like you know what you are doing (MMORPG is not an easy task).

Could you explain to me what you mean by "prediction" on the client-side?
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Seki
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« Reply #9 on: November 04, 2014, 07:37:23 PM »

So basically, prediction means that your client is slighty "faster" than the server, So when you press Left you go Left, if i didnt add prediction, you press left, wait for the server to move you left, than you move left.

Prediction essentially means that you can feel the MMORPG as if your playing a Single Player game, but in an online enviroment.

I think there is a technical term for it called Dead Reckoning. (But dont quote me on that, since uhh, Im not a SEASONAL programmer, im just doing what i love doing...).

I hope that clears things up.

TLDR; Prediction makes it feel like you arent playing an Online game as is as smooth as a Single Player game.
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Seki
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« Reply #10 on: November 06, 2014, 01:29:19 AM »

Well... what a long day... TODAY i did the following:

ADDED: Elemental properties to Skills, so Fire Thrasher does Fire Damage... So its pretty useless to Slimes which are a Water Element.

But the biggest updates of today was...

I ADDED STATUS EFFECTS!... So... Today i added 4 Status Effects, Stun, Frozen, Poison (DoT's) and a Slow Movement debuff, ive set them up to be Debuffs for future purposing on added more Debuffs for unique skills.

When you get frozen your Element changes to water, so if the next attack is a Wind Attack, it deals double damage.

But have no fear, Frozen is a longer skill, but one hit and your unfrozen.

Without further Adue, here are some Captures!

STUN:


POISON:


FROZEN:


Thank you Ladies and Gents!
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