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TIGSource ForumsCommunityDevLogsMagic Man [Formerly: CodeName-Red] MMORPG (Godot)
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Author Topic: Magic Man [Formerly: CodeName-Red] MMORPG (Godot)  (Read 479 times)
Underglow
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« on: March 24, 2021, 09:29:24 PM »

Welcome to the Magic Man development log.
This is my very first entry in the log - I find this the most difficult part of the devlog. I have focused mainly on development and design at this point in time.


Follow the games discord for additional devlog info / progress / for a chat: discord



Magic Man is a 2D Side-scrolling MMORPG that's been under development for 6 months. This game has had inspiration from Stick-Online.

Current progress:

System
  • Database, World Server & Client based architecture
  • Character registration & authentication
  • User messaging (local, global and whispers)

Monsters
  • AI (movement and attack patterns)
  • Damage, damage reduction & scaling
  • Provide a set amount of experience based on player participation

Player
  • Movement
  • Statistics (See statistics below)
  • Skills (Currently, just 1 weapon skill)
  • Choose a path at level 2 (See paths below)
  • Leveling system
  • Inventory
  • Equipment (Main weapon is the only working equipment item so far)

Paths
  • Customise your character as you level
  • Choose a path at level 2
  • Paths: Phantom, Mystic and Other (Placeholder)
  • Either a mana bar or energy bar will be displayed based on the chosen path
  • Paths contain skills trees -> Only the "Mystic" path contains the base of a skill tree, still a WIP

Path Trees
  • Mystic
Code:
+ (Mind Wand) 1/4: Improves mind and damage with daggers per-level.
+ (Mind Dagger) 1/4: Improves mind and damage with wands per-level.

    Items
    • Twig

    Skills
    • Twig Attack
    • Punch
    • Monster Punch

    Statistics
    • Strength (improved physical damage)
    • Agility (improved movement speed & critical strike chance)
    • Mind (improved mana or energy pool & regeneration + improved magic damage and resistance)
    • Body (improved health and defense)

    « Last Edit: November 24, 2021, 09:22:42 PM by Underglow » Logged
    Underglow
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    « Reply #1 on: March 31, 2021, 08:53:11 PM »

    Entry #2 - 1/04/2021

    Notes
    I had a minor setback this week, I contemplated as to whether I should re-do the player authentication system. Currently, the player authentication is done on the worlds server and I was hoping to eventually convert it to it's very own server for performance reasons; but for me to push forward with this project, I'm convincing myself to stick to the KISS principle - as I had always intended.

    Progress this week:
    Path Trees

    • UI now allows the player to click and choose their path.
    • UI will display a tooltip when mouse is hovered over the path nodes.
    • Path UI closes all other UI elements when opened.
    • Fixed an issue with stats not adjusting properly when a path node is learned.



    Items
    • Dagger
    Skills
    • Dagger Attack



    Follow the games discord for additional devlog info / progress / for a chat: https://discord.gg/YVDy3qKK
    « Last Edit: March 31, 2021, 09:29:21 PM by Underglow » Logged
    Underglow
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    « Reply #2 on: October 26, 2021, 09:44:26 PM »

    Entry #3 - 27/10/2021

    This entry is just shy of 7 months after Entry #2 - sorry about that. There has been a lot of updates since. The following has changed:
      
    • I have decided to name this game: "Magic Man".
    • The stick man has been completely redesigned! I've gone for a more "pixel" art design, this is a lot easier to work with.
    • Forest environment, this will be the starting "zone" for the hero.
    • Blob monster, this is the weakest monster found in the forest.
    • Goblin monster will be one of the more moderate monsters found in the forest.
    • Group system, up to 5 members can group together. Grouping up will not only allow you to share experience for monster kills and quests, but it provides a minor experience increase too.
    • I've overhauled the previous item system, each that can be equipped will have 4 tiers: "Common", "Uncommon", "Rare" and "Epic".

    I have created a YouTube video that shows some of the new changes above.





    If people are interested, I can document my progress on YouTube - please let me know.
    Follow the games discord for additional devlog info / progress / for a chat: https://discord.gg/YVDy3qKK
    « Last Edit: November 24, 2021, 08:27:34 PM by Underglow » Logged
    Underglow
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    « Reply #3 on: November 24, 2021, 08:22:40 PM »

    Entry #4 - 25/11/2021

    This month I have worked on quite a number of new systems/features. Before I jump into that, I would like to apologies for what appears to not be putting in too much "effort" into my development logs. I am a family man who attempts to balance a full-time job, family time and game dev.

    Progress this month
    • The questing system.
    • The spell system (fireball is shown in the video below)
    • NPC's and NPC interactions (dialogue, pick-up and hand-in quests etc.)
    • Ranged weapons and projectiles (wand / blowgun)
    • SFX system.

    I have once again created a YouTube video that shows some of the new systems/features above.




    If people are interested, I can document my progress on YouTube with commentary - please let me know.
    Follow the games discord for additional devlog info / progress / for a chat: https://discord.gg/yPAWw7PYQe
    « Last Edit: November 24, 2021, 09:22:20 PM by Underglow » Logged
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