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Work in Progress / Lands of Andesa - MORPG

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optical r
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Posted: 11th Aug 2005 21:29 Edited at: 22nd Aug 2005 17:43
~~~Lands of Andesa - MORPG~~~
WIP

TEST NOW: re-written and strippewd-down engine. head to program announcemtns to download client application!

Currently I am taking a break from devleoping the online car mod, in the meantime my full attention draws on developing a p2p online RPG ('bout time really considering 4 yrs DB experience is decent enough fro me accomplish a task of this nature). No it should'nt be expected to be an immense universe compromising of over 1000 weapons, monsters, dungeons and locations etc... but it will be playable with weapons availible including weapon sysnthesis, trading between other online players and a few expansive and interactive maps as well as the odd dungeon or two!

Features so far...

Okay, this is the third day of development as I write this. At the moment the game has the following

--> GUI
--> Allows 8 players
--> Character inventory
--> Chat function
--> 1 WIP map
--> Controlled using mouseclick and arrowkeys for the camera
--> Dwarf models (i know i know you're sick of them )
--> Command menu using right mouse button
--> Sliding collision
--> Path construction algorithm (priceless code from VanB )

Features working on as i post this

--> Chat dialog for NPC's
--> Trading
--> Options menu

First of all, i know what you all have come for - screenies
So here, i present to you a couple of screens:

http://i14.photobucket.com/albums/a326/opticalrecess/rpg3.jpg

/ basic GUI. This is permantly shown. At present the character stas and inventory are implemtned as well as chat.

http://i14.photobucket.com/albums/a326/opticalrecess/rpg4.jpg

Thats all i have done so far so please give and C&C you want about this game. PLease don't ask for a demo until i frell like the game is fit for it.

If anyone would like to do some freestyle media, ideas, concepts or models then ask accordingly. I may have some requests


**** server is up and running FROM 15.41 GMT ON 22 AUGUST 05 ****
Sergey K
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Posted: 11th Aug 2005 21:33
lol, does now everyone will make MORPG games after me?

morpg = multiplayer online role playing game

optical r
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Posted: 11th Aug 2005 21:37
well parlt yes i was inspired but then again ive been tmpted for sooooooooooooooo long since i got DB a few years back (resiting the typical n00b cliché or making one back then - lol)

Quote: "morpg = multiplayer online role playing game"


I know what it means and YES its already multiplayer...just needs testing (unless your assuming I can't do it of course...but i know thats just ridiculous )

lets get up and lets get ill
Sergey K
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Posted: 11th Aug 2005 21:39
Quote: "developing a p2p online RPG "

the multisync is not p2p plugin..

tempest, is p2p plugin

btw, why maximum players is only 8?

optical r
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Posted: 11th Aug 2005 21:44
right, i'm not using multisync, in fact the only plugin im using is advanced terrain. I have coded the mp engine completely.

i don't know why i sed 8 players, it might as well be 256 players so pretend i said that

lets get up and lets get ill
Sergey K
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Posted: 11th Aug 2005 21:45
does it DBP commands?

optical r
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Posted: 11th Aug 2005 21:47
yes, why d'you ask?

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MikeS
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Posted: 11th Aug 2005 21:57
Generally when I play a game, I don't want the GUI to take up 50% of the screen. I'd work on polishing that up a little bit, unless more important information will be displayed in the future. Other than that, it looks like you have a good start.



A book? I hate book. Book is stupid.
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Hawkeye
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Posted: 11th Aug 2005 22:18
Nicely done bitmap font The border on the right side seems wayyy too big for my likeings tho, takes up too much space.

Sergey K
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Posted: 11th Aug 2005 22:43
@optical r: DBP commands are slow down the computer! and not work fine in any computer..

David R
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Posted: 11th Aug 2005 22:46






Wh@t teh Bl00dy h3ll d03s that mean!?


################Dream::Catcher#################
ITS COMING. NOVEMBER 1ST
Zotoaster
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Posted: 11th Aug 2005 22:58
what is it with people making ORPGs these days!?! all of a sudden theres been a wave of countless ORPGs

"Well if she dies it'll teach her not to do it again..." - Me
Benjamin
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Posted: 11th Aug 2005 23:17
Quote: " what is it with people making ORPGs these days!?! all of a sudden theres been a wave of countless ORPGs
"

I like it

@optical r: Looking really cool so far. I agree however that the GUI does take up too much space on the screen.

Tempest - P2P UDP Multiplayer Plugin - 80%
Seppuku Arts
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Posted: 12th Aug 2005 00:06
@GogetaX, someone starting one after you is a coinscidence, I got an idea on one, but just plan to do it when I have enough knolwedge to pull it off (and when I got a server, left home with a masters or pHd in Literture or Psychology )

Looks really good, I see you got a nice Neverwinter nights feel to it

http://seppukuarts.afraid.org
PC- 1.5ghz 64mb graphics gforce 2 256mb ram. And a pain in the butt
optical r
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Posted: 12th Aug 2005 11:41
thanks everyone...

@MikeS well...i did think youd think that but i find that its quite flexible to have such space, such as the inventory which will harness a lot of icons for equiment etc. Anyway i might implement a show/hide feature yet so dont dispair

@gogetaX - not really

@seppuku - thanks, even though i haven't actually played, let alone seen NN but can only mean im on the right track!

lets get up and lets get ill
Sergey K
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Posted: 12th Aug 2005 11:49
@optical r:did u already checked the multiplayer system with someone else?

optical r
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Posted: 12th Aug 2005 11:51
no unfortunately, ive gotta get round to it

lets get up and lets get ill
optical r
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Posted: 12th Aug 2005 11:55
@GogetaX so i see that the tempest DLL is 80% complete. is reletivel simple to use? does Benjamin have a thread on it cuz i cant find any

lets get up and lets get ill
Sergey K
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Posted: 12th Aug 2005 12:19
no he still dont have any threads of it..

optical r
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Posted: 12th Aug 2005 13:22
@GogetaX i found his thread - old one on WIP board, you can download and test and old version. I think ill port my code to his if i can

New Screens!







Okay i wsn't happy with using the leftmousclick to navigatew the platyer as it was frustrating and buggey as hell. So i've reverted back to the sconventional 'third person' method using the arrowkeys as movement.

Other features i have modified include the GUI (slight mod)

-->Added new mouse pointer
-->created fully working speech dialog box for NPC's (set to mouse coords for testing purposes)
-->re-did map and added some sexay objects
-->decided to use fog
-->modded day/night cycle
-->made shop inventory and player inventory (engine only)

I think i've made considerable progress since yesterday

any feedback apperciated!

lets get up and lets get ill
Sergey K
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Posted: 12th Aug 2005 13:41
nice! but the status red font is not looking good with red background on left..

optical r
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Posted: 12th Aug 2005 13:50
what, the bitmpa font on the right - i agree, im reworking on the bitmpa font as i speak and is going to be alot flatter (2d-3d text doesnt look very good anyway!) Thanks anyway

lets get up and lets get ill
MikeS
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Posted: 13th Aug 2005 07:22
Yes, a hide GUI option would be great. Just as long as you know what you're doing. The terrain and the overall graphics look very nice btw.



A book? I hate book. Book is stupid.
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optical r
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Posted: 13th Aug 2005 18:22
ok...

scrapped gui and re-did it...I think ill keep this game standalone.....no longer online - easier to program

new images - sry, in a rush







<a href="http://i14.photobucket.com/albums/a326/opticalrecess/sig.jpg">
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optical r
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Posted: 13th Aug 2005 18:31
<testing sig...ignore>



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optical r
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Posted: 13th Aug 2005 18:31
w00t!



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Hawkeye
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Posted: 13th Aug 2005 18:49
I like the new interface

optical r
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Posted: 13th Aug 2005 19:02
ta very much its still in its infancy but it gets the basic concepts down...im currently working on the equipping and storing items functions



lets get up and lets get ill
Sergey K
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Posted: 13th Aug 2005 19:36
nice work, but does the inventory, is real inventory, or its just one big sprite?

optical r
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Posted: 13th Aug 2005 20:11
it WAS just a big sprite...but as i write this itve added the abilty to add icons and store attributes of items into arrys etc the only problem im having tho is grid snapping of sprite...its reletively easy in theory but my code is so big im finding mangment hard, its even in modules!



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Sergey K
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Posted: 13th Aug 2005 21:02
if your code is soo big, then spilt up the one source file to few as i did..
1 source file for chat commands, one source for functions, one for loading game etc.

optical r
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Posted: 13th Aug 2005 22:19
its been 'split' up into modules from day one



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Baggers
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Posted: 14th Aug 2005 00:44
That new interface looks great !
Keep up the good work.

Blazer
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Posted: 14th Aug 2005 01:38
looks very nice. Was about to suggest a new GUI, but you changed it. Just a tip: I did my item system using sprites. There were about 30 on the screen at a time. It dropped my FPS by 200, so I had to redo it. Now there is only words (unless you right click it for detailed info) so there is only one picture at a time.

I discriminate against discriminating people....
optical r
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Posted: 14th Aug 2005 13:03
yeh, ive noticed that sprite, somehow take up more processing time, thewrefore resulting in a fallen fps. i use paste image instead of this an has no effect at all



lets get up and lets get ill
Sergey K
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Posted: 14th Aug 2005 14:22
@optical r: dont put "sprite" command in loop, and it will work much better

also use set sprite command to get maximum frame rate..

sprite 2,0,0,10
set sprite 2,0,1
do

loop

Sven B
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Posted: 14th Aug 2005 14:33
I have to agree that the new interface is much better then the first one.

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David R
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Posted: 14th Aug 2005 14:36
Quote: "also use set sprite command to get maximum frame rate..

sprite 2,0,0,10
set sprite 2,0,1
do

loop"


Sprites are faster when not set, since the backdrop is already running.


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ITS COMING. NOVEMBER 1ST
Sergey K
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Posted: 14th Aug 2005 14:37
@David R: nope, i have tryed my way in 3d mode, and its working lil bit better

optical r
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Posted: 14th Aug 2005 15:07
thanks for the advicce people

@GogetaX: yeh but i need the sprites in a loops to update position smwith the mouse so its rather inevitable

PROGRESS: no shots at the moment until i can sort out this bug. A the minute im still working on the item sprite function, so far the user can move the sprites with mouse when selected and restores old position if the item is 'out' of the item panel. You can also restore 10 hp points with a standard potion by drag and dropping potion icon on player below if hp is 10 pts less than maxhp. This is slightly buggy ast the moment but is developing nicely



lets get up and lets get ill
Sergey K
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Posted: 14th Aug 2005 15:11
so make:
if mousemove()=1 then UPDATE sprite
or
if mouseclick()=1 then UPDATE sprite..

so easy

optical r
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Posted: 14th Aug 2005 15:19
hmm, thats still in a loop in order for mouse functions...Its not a problem really cuz since adding the code my fps stil floats around 100 mark thanks anyway



lets get up and lets get ill
Sergey K
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Posted: 14th Aug 2005 15:23
its in loop only when u clicking the mouse or something.. well so once u have cliked the mouse the fps will b down, but the rest of the game when the mouse is not clicked, the sprite will not take fps at all..

Gingerkid Jack
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Posted: 15th Aug 2005 19:43
could i have a copy to u know test?
optical r
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Posted: 15th Aug 2005 19:55
yeh, wen its ready



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Sergey K
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Posted: 15th Aug 2005 20:12
keep posting here your new upgrades, we are waiting

optical r
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Posted: 16th Aug 2005 14:00
yeh, slow progress at the moment. But i ahve finished the inventory complete with grid snapping and item properties as well as affecting the player when dragging, for eg, a potion on to the player. Sorry, no screen yet until i can get to my lappy



lets get up and lets get ill
optical r
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Posted: 16th Aug 2005 18:40
ok...progress:

>> inventory implemented - only one icon but can handle mulitple items and allows user to grid snap them and organise

>> dragging and dropping icons onto player will create effects, such as potions

>> built the market/village within castle walls

>> removed health bars until bug resolved

----- yet to add collision to village - will do next

beware: the number at the side is a counter NOT FPS, i maintain 100fps whilst in village so don't get ideas that the viallage is high poly


screens:







c&c appreciated as ever!



lets get up and lets get ill
optical r
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Posted: 16th Aug 2005 18:41
oh ive still to finsih full viallage texturing and am aware the odd texture is wrong - sorting out now



lets get up and lets get ill
Sergey K
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Posted: 16th Aug 2005 21:05
nice inventory, but i can b lil bit creative and make your own inventory? not from dungeon siege?
or just reedit it lil bit that we all can c that u working on it hard

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