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Work in Progress / Mystic Dream coop rpg

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The admiral
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Posted: 11th Jun 2006 03:45
The land in the screenshots was a modified height map which i made in a small programme I found on the net. But the real game locations are being modelled as we speak.

The admiral
The admiral
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Posted: 12th Jun 2006 12:04
Quest system is finalised now although future improvements can still be made. Quests can be saved and loaded back in so that you can continue where you left off. Im Wanting to redesign my website to accomodate a more broad feild of my projects but most of all to cater to mystic dream if anyone has the abilitys to produce a nice game site could you please help me out. I need a place to leave updates about this game and allow people to come and talk about it.

The admiral
Sergey K
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Posted: 12th Jun 2006 19:38
could you make more shots of the game? like some nice view shots or so.

MyNewSite:http://gogetax.com
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The admiral
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Posted: 13th Jun 2006 03:03 Edited at: 15th Jun 2006 01:00
Sure three more screens one showing the land a bit one showing how you can rotate the camera around your character to get a good lookie at him and one showing you talking about a quest to an npc. Ive started focusing on optimising the engine now so I can get a smooth frame rate any unnecessary data will be removed and objects be used efficiently.

[img]http://www.vapourhost.com/~flyer/mystic dream/mystic dream_14.JPG[/img]

[img]http://www.vapourhost.com/~flyer/mystic dream/mystic dream_15.JPG[/img]

[img]http://www.vapourhost.com/~flyer/mystic dream/mystic dream_16.JPG[/img]

The admiral
Opposing force
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Posted: 13th Jun 2006 17:24
The screenshots look good, but could you put the links between an image or link tag.

visit http://teammegabasic.proboards59.com/index.cgi for Felony Rise discussion
The admiral
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Posted: 14th Jun 2006 06:33
I did they dont seem to work anymore though.

The admiral
Sergey K
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Posted: 14th Jun 2006 17:57
its not working cuz the images got spaces (%20 or so)

MyNewSite:http://gogetax.com
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The admiral
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Posted: 15th Jun 2006 01:03
Well took out the spaces no change I dunno how to make it work anyway....Improved npc loading for now one main function can load them all it just depends what information you input as to what kind of npc will come out. Later on I want to implement a more complex system of race based functions and you will input height,skin colour etc and the function will build an npc according to the data

The admiral
Cash Curtis II
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Posted: 15th Jun 2006 01:31 Edited at: 15th Jun 2006 01:31
You've still got spaces.

Quote: "http://www.vapourhost.com/~flyer/mystic dream/mystic dream_16.JPG"


Here's what you should do...

Now, you don't have to upload the pictures to the TGC forum. But you can. Here's a proper link with no spaces...
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=909857

And displayed with the image tags...





Come see the WIP!

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Sergey K
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Posted: 15th Jun 2006 01:42
apollo also hates "?" on the links.

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The admiral
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Posted: 15th Jun 2006 01:44 Edited at: 15th Jun 2006 01:45
Thanks dude Ill remember that...
Heres all of em



The admiral

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The admiral
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Posted: 15th Jun 2006 01:46 Edited at: 15th Jun 2006 01:47
another


The admiral

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The admiral
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Posted: 15th Jun 2006 01:47 Edited at: 15th Jun 2006 01:48
one more



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Bizar Guy
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Posted: 15th Jun 2006 04:47
Looking awesome, but the landscape seems a bit high polly...

The admiral
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Posted: 15th Jun 2006 06:15
heh Once again its just a place holder so I can test out all the gameplay stuff real game locations are in the works they will be much more graphically appealing I think. I have got some basic blood going on and ive also change the combat systems to allow magical and melee attacks to work together instead of having to just use one or the other. The game is very quiet though im really looking for sound and music to give it that finer touch.

The admiral
The admiral
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Posted: 16th Jun 2006 05:28
Today I created full support for both 800x600 and 1024x768 display resolutions. They will be featured in the demo however I have the intention of adding a few more for the full version for those with larger screens and more powerful computers. Other changes are the inclusion of "players name here says:" before each message and a few bug fixes more to come soon.

The admiral
Cash Curtis II
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Posted: 16th Jun 2006 06:00
If you offset limb 0 of the placeholder cubes by 1/2 the height, they will sit on top of the terrain correctly.

As placeholders, it might make them more appealing if you textured with with a picture of something, and made them a bit taller. Then, they'd contribute to the mood of the game.


Come see the WIP!
The admiral
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Posted: 16th Jun 2006 06:22
Thanks for the tip ill be sure to implement it

The admiral
The admiral
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Posted: 18th Jun 2006 09:59 Edited at: 18th Jun 2006 09:59
I took your tip cash by changing the cube npcs to be taller and thiner an making them sit on the terrain properly. I promise to switch to real models soon.Also added the name of the powers and combat styles you using its in the top right corner this allows you to change magical abilities and melee styles also i will have little sprites showing what kind of attack they are. I tried to allow display resoultion changing in game and it did work except I lost the use of text when I changed I beleive this is a bug in the d3dtext dll but im not sure ill try the latest version to see if I can get it going. Right now when you change resolution you have to re-open the programme inorder for the new resolution to take effect. More updates soon im trying to do a little something everyday and I have a list of things in which I cross them of when completed. A screenshot to appease your need for eye candy hehe


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The admiral
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Posted: 21st Jun 2006 10:00
You can access my forums on my website
http://www.vapourhost.com/~flyer/ there are some sections to talk about the game there keep it in mind I intend on redesigning the site a bit. I have one mayjor issue to correct before I can release a demo or significant video. This has to do with multiple animations and im not sure how to tackle this one.

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The admiral
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Posted: 23rd Jun 2006 10:33 Edited at: 23rd Jun 2006 12:22
I have finally worked out how to keep npc locations constant among all multiplayer computers so coop players can now fight the same monsters together. Ill have to give a few more improvements but more or less complete. Another thing I can cross off my list... Also added a new type of magical abilty which is poison type atacks this wont be a starting abiltiy meaning you will have to earn it through a quest or....if your of the shadow race suck it out of another character. More details soon

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The admiral
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Posted: 24th Jun 2006 02:57 Edited at: 24th Jun 2006 02:57
New pic to demonstrate poison attack type there is a possibility that I will change it and use this effect for something else but it looks cool when you see it in action.


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The admiral
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Posted: 27th Jun 2006 08:57
Improved magic system to allow multiple abilitys at load time,Handed over the control of all npcs and some of their data to the host of each session to keep everything constant,Fixed bugs across a few areas. More soon...

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Xo TwOfAcE oX
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Posted: 28th Jun 2006 03:41
awesome GUI!
The admiral
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Posted: 2nd Jul 2006 04:08
Thanks always love a good bit of support. Nothing big today I fixed a bug in multiplayer that prevented others from seeing hte npc's animations. Further control including health of npcs has been given over to the host.

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The admiral
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Posted: 3rd Jul 2006 12:58
Todays update sees the implementation of sheathing and unsheating your weapon which also lead to npcs not selling or talking to you until you put away your weapon. Other issues include a bug related to terminating magic when you have killed the npc you were fighting and adding a new npc with a new quest. The new npcs quest will reward you with a magical power for a simple task. More updates soon as I work through my to do list I do intend on improving the npc store system and some improvements to the way quest data is loaded.

The admiral
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Posted: 7th Jul 2006 06:52
From what Ive heard most of the elementals buildings have been modelled but their village is still being worked on. Ive pulled together a rough world layout showing all the borders and locations of each empire. Hopefully a better picture of the world to come will be formed soon enough. Ive been planning also the quests including the main quest which will be a nice juicy one heh. There will be many decisions for the player to make when they create their character as the racial and factional affilations they have will affect their gameplay experience and they can be thrown more deeply into a particular episode if they are of the right right or faction. Im still working on a new store system which will allow much more flexibility possibly using lua not yet sure. More updates soon.

The admiral
The admiral
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Posted: 8th Jul 2006 06:22
Todays update sees an expanded shop system which is also much faster and more efficeint on the loading side of things. This new expaned system will allow every npc to sell their own items and to have completly different items to each other. It also allows me to easily change and add new ones through my scripts/file format. In the process discovered a bug relating to deselecting an enemy but your magic not ending and so it was fixed. More updates soon.

The admiral
Crazy Ninja
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Posted: 8th Jul 2006 09:10
sweet looks like your putting a lot of time into this
Mason
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Posted: 8th Jul 2006 10:54 Edited at: 8th Jul 2006 10:56
I usually don't look at Rpg w.i.p. because usually all the ones I see made in DB end up being dropped because it's too hard. This one suprised me though, the game looks pretty sick.

I've always wanted to make an Rpg, but don't really have the patience . One problem I always had though was making a good looking scenery. So how in the hell did you make that beautiful terrain?! I'm pretty good with heightmaps, but how did you make those great textures that change depending on the height? That would help me out a lot.

Do you know when your going to release a demo? It looks pretty good right now, keep it up!

Edit:
Just read above, and I guess you said you used a program for the heightmaps. Can you send me the link to that website so I can download it?


Check out Penguin in the Projects Section!!!
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The admiral
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Posted: 9th Jul 2006 07:41
Thanks the terrain was just to test out the game features really. A demo does exist However Im only testing it with people close to the games development. From what they have said they were suitably immpressed with the games speed and functionality. Im pretty determined to complete this one as its my primary project and I have a lot of what I need in reach. A found a height map editor on the net through google and used it dunno what it was called though.

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Cash Curtis II
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Posted: 9th Jul 2006 07:59 Edited at: 11th Jul 2006 06:55
Quote: "A found a height map editor on the net through google and used it dunno what it was called though."

Haha. That's pretty vague.

He can use Strata Works, a sticky in WIP. It will generate heightmaps and textures that reflect the elevations of the heightmap.

Then, what I do is paste my heightmap behind my texture as a new layer (in PSP). I set the transparency of the texture layer around 75% so that the heightmap shows through.

Then, I use either the paintbrush or airbrush with low opacity and a texture as the painting material. Then I can paint on top of the texture quite nicely.

Combined with ATs natural lightmapping, it produces very nice effects.


Come see the WIP!

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The admiral
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Posted: 11th Jul 2006 06:21
Heh i know but all you got to do is type height map editor into google and you should find something. Anyway Im working on the environmental effects now stuff like the sky,clouds,rain,snow,thunder and wind which will add atmosphere to the respective locations. For example some places like swamps will always be raining while desserts might be sunny and dry but harsh winds pass by. I have sound effects for most weather however I need a rain texture for the rain particles and maybe a good snow texture as well. Anyone know where to get one or is willing to make me one I would muchly appreciate it.

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Cash Curtis II
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Posted: 11th Jul 2006 07:01 Edited at: 11th Jul 2006 07:01
Here's a couple. Supplied by the esteemed Baggers in his great particle editor.

Snow

Rain

Enjoy!


Come see the WIP!

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The admiral
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Posted: 11th Jul 2006 12:39
Thanks hopefully ill be able to produce a few decent effects.

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Cash Curtis II
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Posted: 11th Jul 2006 13:35 Edited at: 11th Jul 2006 13:36
Be careful though, you can have a world full of great environmentals that just bogs down the CPU too much. I've seen some great world examples that simply aren't practical. You've just got to strike the right balance. Particles are the worst - you instantly add 100 new objects for any particular effect, all textured and ghosted.


Come see the WIP!
The admiral
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Posted: 12th Jul 2006 03:51
Well I got a basic rain effect coded currently it spans the whole terrain and this is quite wasteful so Ill be limiting the rain to just be around the player I think then I can cut back on objects and processing power. Prob need a new texture to as the water drop is ok but doesnt look very realisitc when it comes to rain im afraid.

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Alquerian
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Posted: 12th Jul 2006 19:52
Quote: "Ill be limiting the rain to just be around the player "

This is precisely what I am doing on my weather effects with snow and rain in my 3d engine. I am actually producing a small array of particles which load using a distance checking function that I have made. It is crude and slightly innacurate, but effective, quick and it uses very little cpu ticks. I am usually all for making things as accurate as possible, but if the end user is unable to tell then hey, take a shortcut or two.

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
Heckno
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Posted: 12th Jul 2006 23:43 Edited at: 12th Jul 2006 23:46
Quote: "Be careful though, you can have a world full of great environmentals that just bogs down the CPU too much. I've seen some great world examples that simply aren't practical. You've just got to strike the right balance. Particles are the worst - you instantly add 100 new objects for any particular effect, all textured and ghosted. "


I agree with Curtis, plus I have never stayed playing a game because of it's rain or snow effects if the rest of it blows...

environmental effects are nice but will never make up for poor AI, combat, storyline, etc...

edit: and if I can just add - one of the first things i turn off is shadows since I know I can get a few extra fps out of the system without them... current card Nvidia 6800OC 256mb, so i can run them without troubles just rather play the game than sit and admire it..
Alquerian
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Posted: 13th Jul 2006 00:35
Agreed, one cannot focus on just making the environment pretty or gameplay or any other aspect. A good game has a balanced approach to all aspects. Using particles or particle effects CAN be catastrophic to the game, use them with caution.

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
The admiral
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Posted: 13th Jul 2006 03:05
Yeah im not devoting too much to the environment just a bit of rain here and some sound effects. The thing is a want to distinguish certain areas of my world some of them are dry and barren others boggy and dark etc and adding a little weather can emphasise this. Im not feeling satisfied with the interaction players have with npcs I need a more complex level of communication. Npcs must be able to rely lots of infomation and so Im going to try improve or rewrite the quest/interaction system. I have also put some code into place that will allow for the player to hold rank within many guilds/factions. This means they will have access to more of the world and will keep powers they gain from being part of a faction. The rain as I said has also been limited more to around the player and it looks better.

The admiral
The admiral
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Posted: 14th Jul 2006 06:37
Well im starting to get a feel for lua scripting and as such am designing a new quest/interaction system. Lua makes it very easy to alter things in the game world without recompiling and allowing much more complexity. It also makes the game easily moddable for those who want it. The details of many of the missions for the main quest have been drawn out and im using flow charts as well to help me see where things are going and how I must deal with them. The main mission wont start when the players life does as most rpgs have it. In order to gain access to the main story players will have to spend some time in their particular race/faction helping the leader, training and proving themselves capable of handling it. This is necessary as you will be going up against some tough competition and no brand new character will be experienced enough to deal with it. However there will be plenty of secondary factions who will give you lots of things to do,places to explore and people or things to meet.

The admiral
The admiral
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Posted: 15th Jul 2006 08:40
Implemented a new npc loading system revolved around lua. Basicly each npc has its own script file in which I can quickly and easly change properties of the npc without recompiling the who game again. The benefits as I stated are moddablity,easy balancing and updating as only small files to download and just a good sense of control.

The admiral
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Posted: 20th Jul 2006 12:49
Started to implement a scripting based quest system and so far all looks well although im not sure if it will work to the full potential I see with it.

The admiral
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Posted: 25th Jul 2006 09:25
Switched the magic format over to a new lua style one like the rest of the engine so magic attacks can easily be created and edited etc. Improved speed by optimising effects like rain etc...

The admiral
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Posted: 27th Jul 2006 10:01
Ive improved the loading and saving of all character data by saving it in one file and one folder making it really easy for the player to easily take his character to another computer or a friends house....More updates soon

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optical r
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Posted: 27th Jul 2006 11:05
you have a real bad habit with mulitple posting...seriously


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Cash Curtis II
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Posted: 27th Jul 2006 11:20 Edited at: 27th Jul 2006 11:20
His posts are days apart, so he's not really doing multiple posting. It's just that people aren't replying.

Admiral, you need pictures. It's just a fact of game making - pictures and videos generate interest, not words.


Come see the WIP!
Glenn Carter
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Posted: 27th Jul 2006 14:32
Screenshots look great. I'd be interested to see what it looks like with a few buildings in there and more than landscape. I like the fx you are using.

How long before a demo?


Keep up the good work.

Glenn Carter
The admiral
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Posted: 28th Jul 2006 06:41
Yeah I know the problem is that most of the stuff I cant really show with screens or videos however soon Ill have more to show. Im not multi posting I just keep adding updates here for those who care and to show this project is not dead. I already have a basic demo but their is not enough gameplay yet to warrant a release.

The admiral

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