December 7th: Graphics update.
December 2nd: Log started. Version 0.7a in development.
What is PDRPG?I've been meaning to bring out an online multiplayer game for some time now, but for the first time I'm even
this close to actually being successful.
I gained motivation to try again after fiddling around with the tools for a while.
The result of my fiddling: PDRPG.
PDRPG comes from "Player Developed Role Playing Game", which is a reference to my earlier RP game, PDRP ("Player Developed Role Play"), which never really got published. This is not, however, the final title of this game.
What's the big idea of the game?Well, personally, I'm tired of the system most of MMORPGS play nowadays; click here, click there. Then do some more clicking... This also includes grinding. A lot of it, too.
The big idea behind PDRPG is to lower the need of grinding monsters, and bring more of a social way to play the game. Second, the invetory/equipment system will be different from your normal "kill and loot" RPG games. I wish to bring something original(-ish) to the concept of online gaming.
So, instead of continuously killing the same kinds of monsters, you explore the vast world and its dungeons, towns and more, with your friends, and possibly join the search of a rare artifact.
The game will include combat, but it will not be the main part of the gameplay - we will concentrate on different parts, for example exploring the vast world with your friends, finding rare artifacts buried in the ground and completing quests which need you to solve puzzles (instead of killing 5000 rats in a basement or the sewers). The combat system will work so that grinding will not be needed; you only use combat to actually fight someone or something, not to gain experience. Fighting will NOT give you experience points in this game as it doesn't have an experience level. The only levels are the skill levels including Acrobatics and Speed.
About the inventory system - the loot system will be altered from many MMOs in a way: there will not be different kinds of weapons, but one weapon which you upgrade in an arcade game manner. You collect powerups and your weapon may fire faster, different kinds of effects may be applied to your bullets, it may give the monsters a knockback or so.
The weapon will have three upgrade slots. The powerups will take up one slot each, which will limit your upgrades in a way that reminds of collecting different items. Think about adding more parts to your loyal weapon and switching old parts to new ones to make it better, only the gun has three different parts you can upgrade.
Some people may ask about "random drops". How can they exist in a game like this, if it has no inventory like other games? Well, the monsters drop random upgrades, depending on the monster, which have a random multiplier each. For example, if you kill a cave lurker, (which will be one of the first monsters you can fight in the game) you may get a powerup by the name "Weapon Power +2%". If you go and fight an enraged astroguard instead, you might get a "Weapon Power +10%". That simple, only the amount of different kinds of powerups will be massive - so that everyone can design a weapon of their own style, whichever fits them the best.
But as I said, this game will not concentrate on grinding and combat.
What's the part you call "Player Developed" in the game?As I said, the project name's origins are in another, old and abandoned project of mine, PDRP. That game gave the players an ability to decide what was going to happen in the universe, depending on their actions. The game would develop based on what they did, and so the "story" of the game would flow. I'm planning on something similar in this game, although in a different, maybe smaller scale.
The game
may also include a possibility for user-based content contribution - effectively bringing out the Player Developed -part. This has not yet been decided on, as there are many possible problems associated.
What's the game like right now?The game runs in 320x240 resolution.
Here's a small list of features that the game actually does have at this moment: - A fully functioning multiplayer server/client platform
- A working skill system with 3 skills implemented
- A skill-affected movement engine
- 4-level parallel backgrounds
- Partly functional character save system
- Serverside administration systemAdditionally, here are some pictures to give you an idea of the style of graphics:
There's unwanted blur in the images - they're PNG files all the way, though. The updated ground graphics look better now. At least in my team's opinion. Camp Antinum.
Traveling underground in the Antinum Mines.
Camp Antinum, showing off the text box... The font is crappy, but will be changed.
Who's participating in the development of Project PDRPG?I'm doing everything myself, except for music and most of the graphics. I'm using music from The Mod Archive until I can get some original music, and my graphics artist, Phantom/ArchMonitor, takes care of the graphical awesomeness.
I also want to thank Hempuli for helping me with the code.
If you're feeling crazy enough to want to help with this project, please give us a note or something; right now we could use help in
- Background musics, we're looking for something original
- Basic engine and multiplayer system testing, aka. alpha testingProgress |
Graphics: | III------- |
Gameplay: | I--------- |
Multiplayer: | IIIIIII--- |
Engine: | IIIIII---- |
These only show how me and my team feels about the progress of development; they are in no way "real percentages".Todo-list:
-Combat system
-NPC synchronisation system
-Inventory system
-Save system
-General bugfixesPlease ask if there's something more you would like to know about the game.
Gentlemen...