I am still a bit unhappy about how some parts are looking. If I present just these parts we win nothing.
But its great that someone is curious - thanks for that.
Instead of me taking many screenshots now I shall just test that the basic things are still working after I am done with all functionality I want to have at this point.
Next, I need to make a second account and test if player-created worlds actually work (or if we are pushed to the default world by accident).
Right now, players only have like two options - I just could not imagine what someone would like to be personizable - I rely on your ideas for that.
Then im going to put the game onto a server that we are using for .NET and PHP games, will be some subdomain of shilla.club.
If more than 2-3 players are interested we might get our own domain at some point.
Once the game is running in alpha version, it might still take us some months to squeeze bugs out and extend it the way we want.
I added the first 8-9 dungeons of Pi so far, but had no chance to test all spots again, so that will be most of our "work".
Been running through the dungoens in the vice-simulator and just added interactions when I came to them, using the great schultz-walkthrough as referance how things should work ( it has all the info except what items are in the treasures, so I took guesses there for now.)
Then there are things like: is the encounter chance the same on all maps / on all terrains? (I dont think we need the actual %s. We just have to test if it "feels" correct and there, I will again rely on feedback.
I made it so that really anyone can create their own world now. Just for dungeon details I will have to make a more comfortable editor than how I add them myself (json) but maybe we can do this once the P1 version is complete.
Concerning the Solo Mode where you just play 1 character...I made this first just to have a way to establish some basic town functionality and battle. It has no dungeons, just a single goal. If players still enjoy tthat mode somehow, we might think about making it more interesting as well at some point (I somehow actually enjoyed this more than testing the Gelnor Island - single character battle seemed fun as long as one has access to spells (against Dieties). To me it seems that the Ranger class - not having access to Fireflash - has a big disadvantage still. Maybe it makes us reconsider the spell system, add new classes. But all extentions should be Options that one can activate for New Worlds.
In the d64 data, there were 4 columns for monster spells: one for chance, I think - and 3 for spell-IDs. They seem to use the same code as player spells (meaning 1-4 = Heal etc) but the Wight kinda rocks with his spell 35. I never had problems with wights myself so its weird. Im sure that palyers will observe similar unexpected differences.
Sometimes, the differences will be positive, of course - and sometimes too hard to fix (graphical issues).
What I have not done yet at all is test for vulnatrabilities. In akpha, you are welcome to exploit anything you can while I add some battle logs etc.
Im looking forward to get some action going soon, maybe next weekend!
These high scores want to be beaten: (of course we have to mention the user names as well there then)
Score is obtained in Solo adventure mode, btw.
Yesterday I added the last town feature: Mystic, trying to guess what makes the difference, found some info in this thread that helped.
Solo mode has a temple in town to revive instead of the Mystic...
Top 10 Scores
# | Name | Score | Level | Class | Race | Exper. | Age | W |
---|
1. | Goram | 9 | 15 | Priest | Human | 3458960 | 53 | 1 |
2. | Cetar | 8 | 15 | Thief | Sprite | 1534212 | 50 | 1 |
3. | Ladog | 4 | 13 | Monk | Human | 1319979 | 54 | 1 |
4. | Genius | 0 | 11 | Wizard | Elf | 514730 | 48 | 1 |
5. | Lizzy | 0 | 11 | Fighter | Minotaur | 219810 | 52 | 1 |
6. | Strider | 0 | 10 | Ranger | Dwarf | 306488 | 48 | 1
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