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About This Club

http://www.iridiumbased.com
  1. What's new in this club
  2. If anyone thinks that I misspent the money for the budget, please send me proof of donation, and I'll work with you to refund your money in as timely a manner as possible from my personal funds. I won't be here discussing anything else most likely. Edit: With the exception of CalmChaos (for moderation purposes), all administrators have been removed. All responsibility for any past/future issues, claims, or problems lies solely with me.
  3. A little extra nugget of information. After the main arc and main release of the game, the expansion would have been for the Adonis Arc as previously mentioned. One thing we didn't mention is that Holyground was having a major upgrade from the original game. As someone who has been in churches and chapels around the world, I didn't want to leave such an iconic concept limited to only one room. There was going to be a main lobby room with the first floor leading to the main chapel. However there were also stairs allowing people access to the second floor sides of the chapel, letting people spy on others down below. One feature we were going to add was Graves hiding on the second floor staring down at you at the corner of the cam. The big secret though is beyond the chapel was the hidden room where Adonis was imprisoned. We wanted to leave the next big story under peoples noses. Think similar to Zelda OoT's master sword room. __ The one BIG issue we had with story development was what exactly was going to be the items collected to release Graves. This was something that was not set, unlike most things. Which was strange because we had down exactly how the tug of war between the Phases and the player were going to happen. This was put on hold as development slowed down though... so we never actually had the items/concept visualized as a final decision.
  4. As mentioned before the purpose of the "Main Story" is to give the appearance of The World being a normally functioning game. Same as in R:1 and R:2. They both had stories, objectives and quests that were "built into the game". You progress in this as you would in any game. The "side story" or the "REAL story" was to give that actual .hack feel. I can't legit create an AI that ends up putting people in coma. We can't have hackers creating their own worlds. A real, REAL .hack isn't all that possible by intent. So I can only do the next big thing, creating a .hack like storyline within the game for those who want to be .hackers. You have the choice to be the chosen one and dive deeper into the game. We stayed away from doing real PC pretending to be NPC stuff that CC was famous for. Being a part of the problem, I can safely tell you people abuse that and is very difficult to fully manage. Maybe at most we could have PC pretending to be NPCs off on the side for small things and rumors... but not for full on stories. This leads to excluding people that cannot be on at times the PC player is, or singling people out.
  5. Thank you Siegfre for taking the time to post this. Although it is little excuse, we were not blind to the requests to the community or ignoring it. Siegfre was working hard on the backend to do everything he can to make sure the project continues at an acceptable rate. I also share a lot of the blame for slacking on my end. Also as mentioned before to a few people, Siegfre was the sole person responsible for managing and keeping the money gained from our kind community. This was done to make sure there was no misuse of the money or drama. I can safely say that we made the right call in that regard as the money always went into the project, with even more out of our pocket. I’d be happy to share more of our project plans in terms of lore/story of the game as well for those who wish to create their own version. Thank you
  6. Hey Everyone! With Siegfre's update of the game being somewhat suspended and development slowed, I thought it would be fair to finally release some of the planned story and the ideas we had for progress throughout the game. I'll start with some of the cliff notes and an example of slightly more detail of one of the particular sections: Story wise, the game was designed to have two separate stories. A main story line and a side story. This was to give the .hack feeling of a hidden layer of mystery on top of what the expected was from the game. For example in GU, there was an implanted story and lore within the quests for the "normal game" with the addition of everything that went wrong in the game. Main Storyline The main storyline comprises of what MUST be done to continue throughout the game. Mainly by going through each town. It is impossible for example, to travel to Mu Hel without getting its crystal from beating Aqua Polis's Arc. Main Storyline is comprised of 4 chapters. Claws Chapter Neko Chapter Night Chapter True Sin Chapter (comprised of the last two Root Towns). Although its untrue, in game's logic, True Sin is the ultimate boss and protagonist of the game. Beating him in a sense, beats the game. So here is the chapters, which I separated by town and a little update on their status. Aqua Polis History - Aqua Polis, being located on an island of great riches, used its imports to hold power over the other kingdoms despite its small size. During the Chaos War the city was attacked by Sin's Wrath. However eventually with the aid of others, the city was restored. - Later the city for unknown reasons was flooded, destroying the city. Aqua Polis is now being rebuilt as a small town. Now - Aqua Polis is the starting point of the game. - The Chaos Gate is broken to travel to other areas outside the island and must be fixed. Side Arc (Claws Arc) - A goofy arc of the hopeless plot of Nick Claws to rule The World. At first Nick Claws appears to be a happy and kind Mayor trying to restore Aqua Polis of what it once was. Children go missing and you are sent to check it out. It turns out as you continue the quest Nick Claws has been working with the Goblins to destroy The World with an ancient ritual that involves sacrificing children. This was attempted before but backfired, which caused the flood that destroyed Aqua Polis many years ago. YES. An evil Santa Claws is hell bent on destroying the world with little elves (goblins) by sacrficing children. You fight Claws, as your first main boss that summons minions, and you save the children. You also gain a crystal fragment of Mu Hel. Known NPCs Nick Claws - Mayor of Aqua Polis with a long history of trying to rule the world. Goofy and horrible about being evil. Evil Santa Claus because my childhood was strange. Mu Hel City History - Located on floating rocks within the mountain ranges of Mu Hel. - Neko races homeland and origin. - Nekos created a device to create some mountain tops to break off and float above the sky, keeping them safe. - Despite history, the reality is an experiment backfired and de-evolved the Neko. Now - Arrive from Aqua Polis to Mu Hel. - Neko are currently everywhere as small cats, especially near a ranch where you can gain a mount after raising one. - Home of the Rune Gun. Side Arc (Neko Arc) - The technology that is keeping the city afloat is failing. The player must work with Professor String (secretly an advanced Neko) to fix it. After going through several quests and gaining a mount, you work together to discover another advanced Neko, String's brother Yarn, who not only was the cause of De-evolving the Neko, but trying to destroy the City as well. You defeat him, as well as a mind controlled Dragon and save the city. After freeing the Dragon from Yarn, the dragon gives you a crystal to the next town. Npcs - Professor String- Secretly an advanced Neko who was, along with his brother Yarn, caused the De-evolution of the Neko. Being tricked by his brother to do so, Professor String is doing what he can to fix what he has done. - Professor Yarn- The evil brother of String who tricked String into causing the De-evolution of the Neko. Tries to destroy the city by taking key parts of the generators that keep it afloat. His evil is composed by his religious belief in the Neko God Dolly, a spiteful creature that wont allow anyone to be more powerful then her. - Dragon - No name yet. Gets captured by Yarn and is mind controled into doing his bidding. *Note: Opening up future possibilities to playing with the Neko's past. Time Travel and what not. Lia Fail History - Lia Fail was the capital of Auroum (or w.e I named it in Chaos War). - Lia Fail was actually fated to Darkness due to Lore. One of the few times the story is accurate. Now - Lia Fail is the biggest City in the game. -Lia Fail has access to the Arena and other things. - Lia Fail has a temple Lia Fail's Arc - By traveling to Aura's temple you meet the head priest there. The Darkness around Lia Fail is getting thicker and if it is not stopped the city will be consumed. You are sent to recover ancient artifacts of the temple before it was destroyed that are located within one of the strongest Orc Fortresses (that you discover after finding a few Orc Outposts). There you fight the Orc Leader and recover the artifacts. Before you do though, the Deity Morgaan reviles herself and taunts you, saying that the artifacts wont hold forever. You return to the priest and save the city. You discover that one of the artifacts is a crystal to Biramha Stronghold. -EDIT. I want to add Raven and the Arena into the story. Raven will turn out to gain his power from the diety Morgaan by the raven on his shoulder. *Note- I am opening up apart of the Undying Arc in the future, where at one part you must Free Adonis. Of course Graves will be defeated by then so you must go after his deity Morgaan to find his location and free him. B. Stronghold History - Was created to keep the monsters residing on the island away from the rest of The World. - Is commanded by Auraom when it was still a Kingdom and run by it's old military, which still remains to this day despite the kingdom being distorted. Now - Is run by the...Phoenix Knights I think we called them? - Leader is General __, a red haired female - PvE sieges are here that tie in with the story. True Sin Arc - You are accidentally sent to B. Stronghold instead of Arboros. Due to a lack of supplies because of the constant hordes of monster invasions, ability to travel to Arboros is impossible. You show your worth during an invasion and become enlisted by the Phoenix Knights. After a few missions you rise up the ranks and get noticed by General Redstreak herself. There is great concern by the recent activity of the Monsters as well as their more coordinated movements. You are dispatched as General Redstreak's guard to discover what is going on. Eventually you are lead into Sin's Tower, and traveling deeper into it discover The True Sin is being revived. You try and stop the ritual and kill The True Sin's commander (who's turns out to be a Dawn Soldier), believing to put a stop to it. The True Sin recovers regardless and easily pushes you aside. General __ commands you to travel to Arboros and talk to the YingYang Twins, throwing her personal transport crystal at you. You leave with General __ trying to hold off The True Sin. NPCs General Redstreak - Female Leader of the Phoenix Knights. ??? - Captian under General __. Turns out to be a Sin general in disguise who revives The One Sin. S. Arboros History - Home of the most powerful magical secrets within The World - Located in dense forests, constantly being attacked by Imps Now - The Town is split apart by Warlocks and Clerics, their leaders being the brother and sister Ying and Yang. True Sin Arc continued -You travel to Arboros and search for Ying and Yang. At first both refuse to aid you due to their petty fight of which magic is more powerful. The rise of Imp attacks make them discover the real threat of The One Sin's return and they agree to help. You must travel to previous cities and go on several quests to recover seals of both magics so that Ying and Yang can create the ultimate seal that trapped The One Sin before. Each seal you recover reviles a flashback of the past. You discover that Ying and Yang were the only survivors of The Chaos War's advanced party that defeated The True Sin last time. You also discover that they had to seal Karel Redstreak as well, in order to keep The True Sin still long enough for the seal chant to finish. Over time Karel was influenced by The True Sin and became warped, becoming The True Sin himself. You travel back to Sin's Tower and face off against The True Sin after seeing General Redstreak being held hostage. You and your party defeat and seal The True Sin once again. Side Story This is the optional but far more interesting story. This is the story that we've been plotting for a long time, with the phases, Graves, Aura, and Luna. This story goes on the more mythical part of the world, going into gods and goddesses, unlike the main story which was all concret. This is also less spoon fed to the players then the main story. This is also not broken up by root towns or by various chapters that have nothing to do with one another. You start the storyline and finish the same storyline by endgame. A reminder of the basics: Graves is trying to revive Luna to restore his powers. Graves is using the phases he created by extorting their powerful emotions. Phases believe they're taking over The World. Phases are looking for something that is needed to revive Luna Despite efforts, Luna is revived and kills Graves out of Anger. Random Notes- - Phases are always split up in pairs - Usually but not always, Phases are fought one at a time (one per mission). Exception would be for example killing one phase, and then the other attacking for revenge. - Apathy, the little girl, will finally learn the value of love and friendship. She will be killed by Panic. - Phases have two forms. Regular player and then Phase form. Exception is Graves who will have an extra form or two, as he is a god. - Somehow Aura will be summoned to stop Luna from just killing the players after she kills Graves. Story As the backround lore shows, Luna was sealed away and Graves was forced into Human form. Although not revealed yet, Graves gathers the phases, granting them powers and promise of taking over The World. However its really to release Luna and put him back to full strength. The phases are looking for pieces of a Plate with 3 Orb Slots. Put together they create a power to break the seal. The story starts off with meeting a Samurai NPC (named Keramory for now). He has in his armor the plate with the slots. You do a few quests with him gathering treasure. Eventually Keramory and yourself are ambushed by two Phase members. After a quick duel you are defeated. Keramory holds off his own but is then ambushed by the other phase and his arm is cut off...the plate being ripped off his armor. The story then goes from trying to stop the Phases from gathering the Orbs to complete the Seal break. Through alot of conflict, eventually the phases gather the orbs (Graves getting the last one, the rest dying in the process slowly one by one). Graves battles the players while the Seal is weakning and at the end Luna is released, Graves being trapped by Lunas wrath. For the Alpha and Beta...I think we were set on only Aqua Polis being released (with obviously the fields). As such I'd suggest we grant full Main Story to the end of the Claws Arc, and only the first section of the Phase Arc (when "The Samurai" get's lynched by Fury). This way we can excite people for the phase arc, not worry TOO much about the development of the story...as the Claws Arc is light and goofy. This and we can add a few small quests. First I purpose we add an introduction through Ultimite in the same way they introduce the game in IMOQ/GU with Altimit. Step's go as follows: Opening -Popup as soon as Ultimate loads for Login - First time Login, popup along the lines of "Welcome to The World! We would encourage all users to first check their emails for updates! We also see you already have a new message! Someone is popular already!". This forces the user to check their messages and cannot login to the game until they do. If they try a message comes along the lines of "Don't ignore your fan base already! Go check your messages and see who wanted to say hello!". - Check the message and its from an NPC which says along the lines of: Subject: Hello there! "I see you recently registered to become a new adventurer within The World! This is great we need all the support we can get over here! After you're done sight seeing come pay me a visit! I'll be at the town square when you arrive in town. The Boat will leave quickly so hurry up and log in! Attached is a picture of my amazing self so you know who to look for. Try to last with just this selfie until you arrive!" (I don't know how I feel about this, I envisioned the story to never give context to the story to more or less break the 4th wall). -After checking your email you can login to the game. - Create your character and class. Details should go into another thread of character customization - This part can go two ways, but either way I want a cutscene to show the town (with "city hall"), ocean, boats, and maybe the island castle (for arena champions) in the distance. Option A: The player arrives to Aqua Polis from a boat. This is my prefered option because without it, we cannot explain why the chaos gate is broken or not powered enough for long distance travel (cant travel to other root towns). Option B: The player arrives to Aqua Polis through the Chaos Gate. We just don't explain [censored]. - Either option will lock the player in town until they talk to the NPC from the email. If they arrive through a boat an npc or two will explain to explore areas and what not. Most NPC's in the town are helpful with information on buildings and shops. Main Storyline For full NPC conversation and quests, refer to the correct thread. This is just an outline to discuss. Remember that the Storyline Revolves around Mayor Claws trying to flood the town to make it a water park. He has happy little goblin elves he enslaves to do his bidding. First Section - Meet with the NPC from the email. He discusses with you the town. He tells you he needs a lacky to help him carry the treasure from a dungeon by the request of the Mayor. - Meet him at the Chaos Gate and he explains the gate to you. - Chaos Gate pops up. You need to either go to the premade map combination option or put it in manually, depending on how we do it. If you choose another option you're rejected and the NPC tells you the correct words to put in. - The Map is *INSTANCED*. You will not meet other players on it. To ensure bullying doesnt happen and makes it easier to use NPC's with you. You meet the NPC at the field and he goes over the games basics. - You add him to your party and a monster comes after you, and you defeat it. - Travel through the dungeon with some funny comentary from the NPC such as "You went the wrong way!" or "I shouldn't let you navigate anymore...". Hit the chest for cutscene. You get the treasure. You see a goblin in an elf like hat peeking through the corner as you two warp out. - After talking to the NPC near the chaos gate he runs off after, thus opening the chaos gate for free use. He advises you to check the quest store for jobs and tells you to see him again when you're strong enough for a real job. Second Section - Must be Level 5. - Again you're free to do what you want at this point. If you want to progress in the story though you have to talk to the NPC again. - You're told to talk to another NPC for a discription of the next treasure to find. You find out there are two possible locations to the treasure. You go back to the starter NPC and he suggests to split up. - You travel to the dungeon. More goblins and other monsters. Rarely you'll encounter a goblin in a elf hat and he'll run away. - You get the treasure and return to the starter npc. Third Section - Level 10 - You talk to the NPC and he tells you that you need to travel to city hall and talk to the Mayor himself. - Travel to City Hall and meet Mayor Claws. He tells you he is proud of your work and you see a few elf goblins. He tells you about how his little helpers have been watching you. He tells you about how you've been gathering pieces to a technology to protect the town from goblins. He asks you find the last piece. - The starter NPC brings up that a number of children have gone missing. Mayor Claws states not to worry about that but the starter NPC insists. Mayor Claws loses his cool for a second then tells the starter NPC to investigate pretending to be concerned. - You travel to the dungeon and get the last piece after fighting a mini boss. When you grab the final treasure you return to City Hall. - Mayor Claws congratulates you while the starter NPC states he had a lead on who has been kidnapping children and will continue investigating. Claws drops the treasure and blames you and tells you to leave. - You go to the offical for your reward. She tells you to come back when he's cooled off. Fourth Section - Level 15 - You talk to the offical and she tells you to go into Mayor Claws office. - You come in and he does an evil laugh over his desk without noticing you and tries to cover up what he's doing. He tells you he needs the energy source for the device because /you/ broke the generator for the piece. He tells you that his goblin elf will accompany you so nothing happens again. He whispers something to the elf evily. - You go to the dungeon and again...mini boss. Get the treasure and the goblin elf knocks you out from behind. You wake up and Evil Claws is laughing and tells you his grand scheme of destroying the town with a flood like before to build a water park, putting the town on the map. He explains he only needs to wait for the moon to be full to use the device, sacrificing the children to flood the town. He leaves you to his minions. - You fight countless minions before starter NPC saves you. He tells you he found out its Claws stealing children and you need to regroup. - You meet starter NPC in town and he tells you Mayor Claws is gone. He'll search for clues while you prepare. Last Section - Level 20 - You meet starter NPC and he was told he has an informent who will divulge the location of Claws. You must go alone while he searches for other leads. - You go to the dungeon and in the boss room is a goblin elf about to tell you the secrets. Then a goblin elf comes in and summons a boss. You defeat him and the goblin elf tells you the location of Mayor Claws. - You travel to the lost ground and go into the instance (a basement under) with the starter NPC. You find Mayor Claws and tied up children. He states that this water park is just the begining, he will flood the world and then make water parks everywhere. Starter NPC explains that if he sacrifices all the children, no one will be there to go to his water parks. Mayor Claws is stunned then gets angry and attacks. You beat him and his minions and save the children. - Starter NPC meets you back at the City Hall and becomes the new Mayor. He gives you the power crystal from the treasure telling you he is going to destroy the device once and for all. He tells you to use the crystal on the gate to travel to the next city. End of Claws Arc. You cannot travel to Theta in Beta. Popup will state such. Side Storyline For full NPC conversation and quests, refer to the correct thread. This is just an outline to discuss. That's it for now. As for how far we mapped it out? An expansion after the main game focusing on Adonis. The main game would give you the fall of Graves and a brief sight of the Goddesses themselves... then we'd slowly show them more and more with Adonis and after. As for how detailed we made the quests? We had the first parts completely dialoged out. Looking for actually as I cant seem to find it >.> In very short, the main was going to have a very light silly tone at the start and slowly get somewhat darker as it went on. The side story though was going to be very dark. Very, horribly dark. We were planning the scenes/sounds/situations in which we wanted people to flat out cry at say Apathy's death. One of the greatest moments in gaming or anime I've personally experienced was watching or playing through similar situations. The was definitely one aspect we wanted to re create.
  7. I am currently looking into a good solution for uploading the source code. Unfortunately the assets have to be separated from the project files, and the code has some slightly problematic dependencies on Unity addons and other libraries. With that said, it will go up, but I had hoped to make it much more usable. Below is a brief overview of project related expenditures < 2017 (this includes donations not made directly through the site form) Concept Art (Commissioned) - $2100 Custom 3D (Commissioned) - $1149 Hosting (Website & Database) - $3000 Unity Assets & Add-ons - $4741 Unity Pro License - $1500 Paid Back (due to misspending or life issue) - $880 Non-Assetstore Assets - $257 Basecamp, Dropbox Sub - $1082 3ds max, Photoshop, Visual Studio Licenses - $5974 Photon Cloud (2013-2015) & Dedicated Host for SmartFox server - $774 Xenforo Licensing- $560 GDC Vault 1-Year - $550 Advertising (FB & Banner) - $708 Total - $23,275 I very much did not want to have to post this, as my intention has always been to finish the project. But it seems that I will only be able to operate in a limited capacity for quite some time. Additionally, in-regards to other projects like Tamriel Online, development is quite a bit different. If for instance I cannot do any programming for an indeterminate period of time due to work, there is no issue. With this project, there is not just me, there is the whole team that needs to be involved. Asking someone to constantly wait on me is not acceptable, and there hasn't been much success with any sort of long-term stand-ins for programming without pay, or teaching people to do in-engine updates. All of this is not to say that nothing can be done, but there doesn't seem to be any quick fixes for large progress even in an ideal situation. All credit for this message goes to AzureKite for messaging me on Discord. The basic Unity3D scripts can be found HERE.
  8. A bit early for this announcement but I myself can hardly contain waiting as some may know, the last few weeks have been rough. A lot of rumors were going around and many of us were in the dark about the situation with the staff. That being said...we're back! We are the first to admit the lack of communication thus far for not only ourselves but to you, the players as well was inexcusable. So we are going to try and make that up as much as we can. A few small things to make this up. 1. From what I understand Siegfre found ways to fix the major problems with the lag in our game. It's still being tweaked but I know for many this was a large concern. 2. As you can see the Development forums are open with old content for the game. The developer blog for donators is still active however, and for new content it will be posted there as it's being made. 3. Speaking of the Development forums, I made a new thread (while forgetting my old thread was only under it by a few, opps) about reconstructing Holyground. I plan to make it bigger and more worthy of a .hack game. 4. We would like to host a small event, similar to our last one for the players. This time however, you guys decide the theme of the event. Granted we want to limit the resources used for this event to a minimum as to not hurt development, but on the forums let us know what sort of theme and gimmik the event consists of. Don't be scared when posting because of my limited resources comment, we will let you know as people post what we can and cannot do for this. Some examples would be a summer, winter, or fall festival. It could be located on a beach or lake, or some sort of other area. It could be a tournament (assuming PVP is up to date). You guys decide! As the more popular ideas surface, we will put it to a vote. 5. Many of the older members from CyberConnect already know about this, but for those who don't, I want an alternative for those seeking a more active forum or .hack game while we continue to progress in ours. As many know I've had a stance that our community doesn't need to seek growing until we have more done. Although ideally we should be farther in development we are not, so I want to push this stance again and give people some options. When CyberConnect went down, an older project from many years ago, the community divided. A division of those members can be found here at Cyberconnects2. http://forums.cyberconnects2.com/index.php I personally along with the rest of the staff do not have anything to do with the project or development and have nothing bad to say against it's staff. Actually I've known one of them for years. For those more interested in a .hack clone or a 2d game to make the time go by, here is a good alternative. For one thing we are still lacking, and needed desperately, is 3D modelers (who can texture) and animators. Please pm me if you are interested in joining the project if you are a 3D modeler and/animator I hope these small things are enough to satisfy some of you while we continue to develop The World. Thank you, Lee Keramory
  9. Siegfre

    Feedback

    Hello everyone, I'd like to let you know that I am not dead, nor have I left the project behind. For reasons I'll explain in a later announcement I haven't been around, or had reliable access to a computer for a while. Fortunately I have access now, and I'm in the process of getting all my stuff set back up so that I can get back to work on the game. I am going over the backlog of messages and posts I've gotten since I've been gone, now. So don't be too surprised if you get a reply to an old pm. Some small points I'd like to make: -I quickly suspended the donations because I was going to be unable to offer support, manage the servers, accounts, or add anything to the game while I was gone. Donations will likely return to normal once I have all my equipment set back up. This is also the reason I delayed switching to Patreon. -If you have questions, feel free to post them here. I should be able to get to them fairly quickly now.
  10. We are considering a change to our donation system, one that would move us from our current perk based system, to Patreon. In this dev blog, I'll introduce you to what it is that would be changing, and why. Once you read over the post, please vote, and leave any questions/comments/suggestions. As it will help determine whether or not it's something that we'll actually be going through with. Why? It is thanks to everyone who has donated so far that we have exceeded our fundraising goals, our goals for acquiring resources, and developing the game through alpha. But, even though we have reached our fundraising goals for development costs, most of the team can only dedicate a fraction of their free time to work on the project. This means that even with our current update pace, the game is not progressing nearly as fast as it could be. For development to proceed as quickly as possible, we need to be able to hire on some of the staff part/full-time (depending on their obligations). Primarily, those with the least free time, and most to contribute to development. As of now, the bulk of the donations we receive are large, and infrequent. And while the donations are large enough to help subsidize the game's monthly expenses. They are not enough to hire people on full/part time. The only way to get around this lies in one of two options: either those that have already donated the most would have to donate even more, or everyone on the whole would need to donate small amounts consistently. The difference between the two would be asking a few members to donate $1k/month vs the community as a whole donating $2 - $5/month. How does Patreon solve this issue? Patreon donations are small, regular donations that are donated either at the end of the month (for committing to and releasing new updates that month) or are donated every update cycle (regardless of when the updates actually come out). Because of this, the donations can be very small, as little as $2 to $5, while still successfully allowing us to hire the people we need. In addition, Patreon has a built in functionality similar to stretch goals. This functionality allows us to create goals that activate anytime we are above the required monthly total. Once activated, we commit to carrying out that goal over the next month. Some examples of the types of goals that we would have can be found below, and any suggestions of what you'd like to see us do are greatly welcomed. Create & put x amount of user creations in-game, over the next month. Release x amount of new models, over the next month. Biweekly dev blogs, over the next month. Open alpha access to everyone, over the next month. Weekly in-game events over the next month. I would like to reiterate that progress will still be made whether you support this or not. It will not negatively impact our current progress. It is just an opportunity for us to increase our rate of progress, and for us to commit to doing certain things more frequently. Are my donations protected, what if you do not follow through? Additionally, if we don't fulfill our commitments for a given month, you can pull your donation out without being charged. Patreon will work with you to recover your funds in any case of deception/fraud. How is Patreon better than doing it yourself? Patreon solves the legal and financial hurdles that we would have to overcome in order to implement a system like this ourselves.
  11. Aryth

    New GM!

    Everyone, we are pleased to announce the new GM: @Death! There were a lot of good applications, but his approach to being a GM included a focus on debugging the game (which we need at the moment), as well as assisting with forum and in-game activity when needed. For the rest of those that applied, don't worry! There will be GM spots that will open in the future and we will hold your applications for that and seek you out! (If you're still active, that is. ;P) Please join us in welcoming him to the staff!
  12. [TheWorld] Website redesign! We're redesigning the main site over the next week. So stop by, and let us know what you think!
  13. We are now currently on the lookout for a new GM! Usually, we pick people who are active enough and simply approach them wondering if they want the position. But this time, considering that there are a lot of people who fall into that category, we have decided to open applications for the position to see who might be interested. Description (This list will change as the game gets further into development, but if you can do the following, I have no doubt you'll be able to handle what comes later). Assist users with their in-game experience (as the game is developed, there will be more responsibility in this area than there currently is). Assist users with forum issues or in-game bugs if able. Keep forum active (you won't have to do this alone, but you'd be doing a great service by trying to keep the forums going). Host regular events either on the forums, in-game, or both. Work with the administrators/developers to address user concerns if necessary and to give users the best answers possible. Requirements You must be active on the forums (Senior Member tag preferred, but not required). You must be willing to schedule regular events and have the time to do so (Between releases, events are one of the best things we can think of to keep activity up. What we mean by 'regular' is up for negotiation). You must be able to maintain a professional attitude towards other users. How to Apply Please fill out the following (brief) questionnaire and send it to me by going here. 1. Please briefly describe how you are active on the forums. 2. What kinds of events would you be interested in running (give us an idea of the types of events you'd create in-game, forum, or both)? 3. Why should we pick you? 4. Any additional comments, if desired. To all who are interested, good luck!!
  14. Version 2.0.3

    21 downloads

    Come. Journey in a world of endless expanses, labyrinths littered with challenge, treasure, and unrelenting foes. Take on quests that will test you and your friends to go beyond the magic barriers of man. Form a guild that will become the seed of an empire, whether with a powerful economic bulwark, or with a mastery of all the great skills the deities created. Gratifying battles, and fantastic experiences await you in [TheWorld]. PLEASE NOTE: THIS GAME'S FEATURES ARE SUBJECT TO CHANGE AT ANY TIME BEFORE THE FINAL RELEASE AND THIS LIST WILL BE UPDATED TO REFLECT THOSE CHANGES. THESE LIST ALSO DOES NOT REPRESENT EVERYTHING THAT IS CURRENTLY IN THE ALPHA VERSION OF THE GAME, THIS LIST REFLECTS WHAT WILL BE IN THE FINAL GAME AT THE TIME OF RELEASE.
  15. Closed alpha has just begun, most of you will have already received your alpha keys. If you donated for early access and have not yet received your key, please send me a message. If you would like to get access go HERE. This update features a change to the patching system and should allow us to create much smaller patches in the future. This is the reason why there is a separate download for this update. The camera system has been redone in this update, there is not longer a separate in-field and out-of-field camera system. The system is not done however and we'll be adding camera collision in a patch, as well as some minor tweaks based on user feedback and gameplay requirements. Consumables can now be added to the hotkey bar, this is not complete and has been added to make it a bit easier to use potions in battle. As well as the ability to run and use potions. Monster health has been reduced to a more reasonable level. This is just a stat tweak. There will be a new monster progression system added in the near future. Exceptions for a few monsters that still have weighty health bars. Dropping and deleting now functions as intended, and other players can pick up the items you drop. Thieves now wield both blades, and knights now utilize their shield. Changes to their and other classes play styles will be added in future patches. Battle music has been added when entering into an engagement with a monster. Big thanks to Kodum for the track. Armor system has been redone and multiple pieces of armor can be equipped. Selling is now an option at your favorite shop. Minor snow and cloud FX have been added to snowfield. This is to test the beginnings of the weather system. Added a few new male customization options, more outfits coming soon. Key-mapping has been expanded and supports input from controllers. In the next patch we will be focusing on bringing all the games fields/dungeons back into a single world-space, when that update is ready there will likely be no physical boundaries between fields until the field looping is reimplemented. Also we are going to be setting up some in-game events in the very near future so keep your eyes peeled. We need volunteers to work with us testing issues with the Mac client, if you're interested and you have a Mac please send me a pm here on the forums. DOWNLOAD (Link updated to 1.7.2) GENERAL INFO Areas: Hidden Forbidden Holyground, Hidden Forbidden Sea of Sand, Boundless Agonizing Melody, Rejecting Forbidden Messenger, Bursting Eternal Hypha, Detestable Smiling Paradise, Soft Momentary Spiral. To create an account, type in your username/password and click register. Once that's done click login, enter your key once and you'll be all set. Controls: i - inventory, F1 - warp menu, F2 - Character Customization, F3 - Flash Mail, c - Character stat, e - action button, left click - attack, left ctrl - control swap, p - friends list, left click player - drop down menu, right click hold - rotate player, ctrl + left click - rotate camera around character, mousewheel - zoom in and out, hold shift - walk, esc - options. Chat Commands /[name] [message] - private chat /world [message] - world chat /party [message] - party chat
  16. Closed alpha has just begun, most of you will have already received your alpha keys. If you donated for early access and have not yet received your key, please send me a message. If you would like to get access go HERE. This first phase will primarily be a test of the new patcher, and networking. There will be updates through the patcher every few days with bug fixes, content, and mechanics updates. All future updates (barring a catastrophe) will come through the patcher. Account wipes will happen at most once per week, and will be done as necessary to test new features/mechanics/content. Combat has been changed a tiny bit, for this phase of testing we’ll be moving towards an action oriented style of combat, after it’s completed, we’ve gathered user feedback, and the system has been adequately tested. We will lock-in the final combat design. Aside from just combat mechanics additional effects, sounds, combat related content, and animations, will be coming before the system is finished. No new weapon models will be added during alpha, after alpha however, there will be an abundance of different weapon models. The current weapon models only serve as place holders. There is currently only a couple of temporary Wavemaster spells, there will however be many more to test before alpha is over. Dungeons will start popping back up again in the coming weeks updates. In addition to dungeons we’ve opened up four additional fields. As well as 14 new monsters, and 6 New Bosses. Some of these new monsters have been added to the new fields, others will be added in updates, and the new bosses will be added along with the new dungeons. Field sizes have been increased massively, and previous fields have been revamped and will continue to be revamped throughout alpha. We’re working on tools to more intelligently populate these fields, so in the meantime they may be a little scarce. Fields will continue to be limited. But new fields will open up as we progress through alpha. New character customization options along with the new male option, additional armor choices, texture choices, and color choices will give you more freedom to customize. This is nowhere near the extent of the customization system, and we have planned many more options for things like: tattoos, proportions, voices, facial structure, etc… before the end of alpha. Side Notes Monster’s slightly improved, they no longer perfectly rotate to trace your movements. A few of Kodum’s new tracks have been added to the new and existing fields. Preparing to deliver some of the indiegogo perks. New Aqua Polis work is progressing along well. Foot step sounds for different surfaces. A few new network security improvements. DOWNLOAD MAC (New donation page for those who want to donate towards stretch goals or get alpha keys - thanks Joe) GENERAL INFO Areas: Hidden Forbidden Holyground, Hidden Forbidden Sea of Sand, Boundless Agonizing Melody, Rejecting Forbidden Messenger, Bursting Eternal Hypha, Detestable Smiling Paradise, Soft Momentary Spiral. To create an account, type in your username/password and click register. Once that's done click login, enter your key once and you'll be all set. Controls: i - inventory, F1 - warp menu, F2 - Character Customization, F3 - Flash Mail, c - Character stat, e - action button, left click - attack, left ctrl - control swap, p - friends list, left click player - drop down menu, right click hold - rotate player, ctrl + left click - rotate camera around character, mousewheel - zoom in and out, hold shift - walk, esc - options. Chat Commands /[name] [message] - private chat /world [message] - world chat /party [message] - party chat KNOWN ISSUES Player character clipping issues. Camera clipping. Aqua Polis water reflections sometimes glitch. Grunty's don't move after they get older. Overlapping windows causes issues. Loading takes a sec to get all the account info based on your connection Male/Female Armor Glitches Less male than female customization options New monsters are not balanced. @home owners not saving Armor not equipping. No field looping. Head turning stuttering. FUTURE ADDITIONS Improvements to @homes, their mostly aesthetic atm and we'd like to add a lot more to them. Banks A more traditional minimap. Crafting. Character facial emotes. Alternate sit animations. Weather FX for the appropriate fields. New enemy AI New dialogue system. Balanced weapons and enemies. Looking into guilds again, as well as guild stores. You will not spawn in the Root Town if you logout or crash in a dungeon. So in the future you "will" need to bring sprite ocarina's. As it's a pain to backtrack through multiple levels. Unless you enjoy the dungeon scenery. If so, then carry on. UI Tweaks Graphical fixes. Improved saving/loading of account info.
  17. Hi everyone, I want to let you know that we'll be temporarily opening the server back up during the rest of the indiegogo campaign. The new update is coming soon, going to brief you all as to what were looking to have ready: Updated Interfaces (we're going through making improvements to all of the UI) New better controls and combat - Kicking it up a notch with combat, this will be the first real iteration where we work on combat controls. Adding in sound effects, visual effects, new ways to attack, and making the combat experience a lot more fun. We'll be introducing stats that are actually meaningful instead of the arbitrary stuff we've had in there before. Monster sounds - We'll be doing a few updates to the monsters as well, we're working on getting them to be more than zombies that bum rush you, also we're getting some new sound effects for them so you can hear them coming. And maybe we'll even have some new monster's for you. Basic patching system - Getting a basic patching system working, so maybe we can save you some bandwidth. New Areas - For those of you that haven't seen the pic. We're going to be introducing quite a few new areas. Optimizations, tweaks, new features, and bug fixes - You can look forward to seeing even more than this in the next update, this is just a small tidbit to let you know we haven't been asleep for the past few months. In addition Joseph Stacko will be helping with community management. Everyone on the dev team has there hands full with dev. for the game, so we can't be quite as active as we'd like. Joseph will be able to keep you updated on the game, and keep things interesting in the game/forum. Thanks everyone with you help on the fundraising campaign, and I hope you're as excited as I am for the next update!!! DOWNLOAD (SAME AS FRONT PAGE/LAST UPDATE)
  18. Hi everyone, I've got some good news for you, we can now accept paypal pledges on our indiegogo campaign. So for those of you who prefer to, or only have access to paypal, you now have it as a payment option. We apologize for the delay but we're happy to finally have this issue resolved. Thank you for your continued support, and as always we hope you see you in TheWorld. Indiegogo Campaign
  19. So we know a number of you may not be able to donate cash directly, and we wanted to come up with a way to reward you as well for promoting the campaign. Some prizes for promotion: Refer 10 people - Receive in-game tag "Referral Knight" Refer 50 people - Receive in-game tag "Referral Magi" Refer 100 people - Receive in-game tag "Promotion King" Refer 250 people - Receive in-game tag "Liaison" Refer 500 people - Receive in-game tag "Information Broker" Refer 750 people - Receive in-game tag "The Referral Ninja" Refer 1000 people - Custom forum title and the in-game tag "Referral: Bringer of The End" Refer the most people by the end of the indiegogo campaign: In-game pet "The Familiar Spirit" that will float next to your character, seeding you the occasional piece of advice to help you along your journey. Your spirit has a life of its own, going about it's business, your familiar has the ability to disappear from others, and playfully distribute it's wrath against enemies and party members alike. IN ADDITION to this bounty. You will receive the closest perk (digital items) to a third the value of the amount your referrals have donated. Rules - We're tracking referrals using indiegogo's built in tracker: You must have an indiegogo account. You need to click either the page's facebook like button, or twitter button. Anyone who clicks the link to the indiegogo page in your facebook/twitter post will be logged. How much people donated based on your referral is also tracked. http://www.indiegogo.com/projects/the-world-an-open-source-mmorpg/x/4896862
  20. Hello everyone! For our current members who have stayed by us I would like to thank everyone for supporting us while we have been working silently. We are pleased to present our new Indie Campaign to help fund our game, to ensure the game is released quicker for everyone! If you are new to the forums feel free to introduce yourself in our introduction section and feel free to post! If you have any questions we'd be more then happy to answer them! Here is the link to our Indie page, please have a look! Leave a comment and we ask even if you do not donate or cannot, please support us in any way you can by your convenience. Every little bit helps! http://www.indiegogo.com/projects/the-world-an-open-source-mmorpg/x/4896862 Thank you again for your continued support! The Iridium Based Staff EDIT: It seems that PayPal is not working at the moment. According to indiegogo, it should be available in a few days. We apologize for the inconvenience and invite you to contribute when PayPal becomes available if that is your preferred method of payment.
  21. NEW -@homes -New character model (yes again) -Graphics optimizations -100 new weapons -GM/Admin Features -Camera collision -Tool tip popups for actions (Press F1 at the gate, press e at a shop for instance.) -Intro video (thanks iced) To create an account, type in your username/password and click register. Once that's done click login and you'll be all set. So this update was specifically aimed at improving performance of the game as a whole and hopefully I accomplished that to some degree but I won't know for sure until I get feedback from you guys. However while working on the update I ended up working on a few other existing bugs that messed up gameplay, and some new things, including (yet another) new character. Also despite how it may seem, quite a few changes were made to the game in this update, I mention this because you may see some new/old bugs pop back up. Please bear with us and report any bugs you find and we'll get them worked out soon. The next update will once again be focused on a variety of new additions like a bank, new consumables, couple of new areas, and bug fixes. Thanks for sticking around and I hope you enjoy this update. FIXES -PvP is working (though it may be hard to kill someone at higher levels) -Monster's don't just drop the same thing, they can now drop any item potentially. -Options settings save correctly. -Improved zooming. -Trade is working as intended -Left click menu stays up and doesn't flicker away. -Saving is handled better (hopefully takes care of any leveling issues) -Chests timeout after a certain period, also gm's can wipe all chests in an area if they so choose. -All monsters should be kill-able. CHANGES -Aryth's lab has been rescaled (still has its share of issues though) -Grunty tavern has been changed to be more inviting. DOWNLOAD (Thanks 1up for the hosting!) May upload Mac/Linux version but that's only if it doesn't take 3 days to get them uploaded (I have terrabad internet). GENERAL INFO Areas: Hidden Forbidden Holyground, Hidden His Arena, Hidden Forbidden Sandfield, Mu Hel, Aqua Polis, Hidden His Holyground. Controls: i - inventory, F1 - warp menu, F2 - Character Customization, F3 - Flash Mail, c - Character stat, e - action button/attack, p - friends list, left click player - drop down menu, right click hold - rotate player, ctrl + left click - rotate camera around character, mousewheel - zoom in and out, hold shift - walk, esc - options. Chat Commands: /[name] [message] - private chat, /world [message] - world chat, /party [message] - party chat KNOWN ISSUES Player character clipping issues. Camera clipping. Aqua Polis water reflections sometimes glitch. Grunty's don't move after they get older. Overlapping windows causes issues. Some enemies act dumber than normal. Putting on armor after a magical item gets rid of spells. Loading takes a sec to get all the account info based on your connection (will look into fixing this fairly soon, as it bugs me) FUTURE ADDITIONS -Improvements to @homes, their mostly aesthetic atm and we'd like to add a lot more to them. -Banks, this has been needed for a long time now. -A more traditional minimap. -Crafting. -Character facial emotes. -Alternate sit animations. -Additional lighting work needs to be done in sandfield's dungeon floors. Hopefully I can come up with some way to automate or pre-bake stuff like that so that dungeons can be "mass" created more or less in the future. -Looking into guilds again, as well as guild stores. -Character customization on first login. As it's kind of odd that this doesn't already happen atm. -You will not spawn in the Root Town if you logout or crash in a dungeon. So in the future you "will" need to bring sprite ocarina's. As it's a pain to backtrack through multiple levels. Unless you enjoy the dungeon scenery. If so, then carry on. -Flash mail saving and loading. -UI Tweaks -Graphical fixes. -Improved saving/loading of account info.
  22. NEW Saving and loading of account info for, quests, stats, inventory, money, customizations, friends lists, etc.. The only thing that does not save or load atm is flash mail. Additional floors and rewards added to the "Hidden Forbidden Sandfield" dungeon. (note that ker's new dungeon models aren't in yet so these are the same ones as prior versions) First version of Aryth's Lab has been set up at "Hidden His Holyground" The option menu has been tidied up a bit, and contains indicators to let you know if something is on or off now. Key editor has been added to the option menu, so you can set a good portion of the keys to whatever you want. New quest, written by ker. This will test the courier type quests. Adding this quest has made it painfully apparent that our dialogue system leaves much to be desired, so that will likely be improved in the near future. Classes have been implemented (they mean something now), there's a fixed progression for specific classes, you can only equip items for your class or that are classless items. Classes/Stats play a larger role in combat then they did previously. And atm you can switch between classes as you please. Due note however that on login your stats will be calculated based on the last class you chose. You can no longer add stat points to whatever stats you want on level up. However there will be ways in the future to obtain stat points that you can distribute to whatever stats you like. Lastly the progressions are not set in stone, nowhere near, hopefully we can find Aryth so he can make some masterful progressions, if not, well I'll just have to do some maths. New items, as is necessary for every class to have an item, some variations may be laying about, but no guarantees. A hidden location has been added, it can be accessed by activating something that is out of place. Water detail scales based on the quality settings you choose, still looks good though regardless of your choice. Should improve framerate a bit at the lower end of the spectrum. Grunty tavern added to Mu Hel. This update was primarily focused on the classes, and the items I posted in "Future Additions" for the last version. Next update will be primarily, if not entirely focused on performance boosts. I've been wanting to improve the performance of the game for sometime but realized that it will likely take up the gist of an update. This doesn't mean there won't be anything new in the next update, just that there may be less new things then usual. I'd like to give a big thanks to everyone who donated, it's only thanks to them that I had the opportunity to get the saving/loading in a working state again. And thanks everyone in the community for sticking around in between these month long updates. To create an account, type in your username/password and click register. Once that's done click login and you'll be all set. FIXES -Quests not greying out (letting you take multiple of the same quest) after you accept the quest. -Infinite spawning of items/infinite leveling of monsters. (cannot be confirmed from my end as completely fixed so you guys will have to tell me if it's still showing up.) -More improvements to position syncing. (I'm not a fan of people floating about) -A bug where previously you could not obtain anymore of a certain item after you had used all the ones in your inventory. CHANGES Changed the way the mini-map looks slightly. Placed some custom/community made music in some parts of the game. (Thanks 1up for the hosting!) May upload Mac/Linux version but that's only if it doesn't take 3 days to get them uploaded (I have terrabad internet). GENERAL INFO Areas: Hidden Forbidden Holyground, Hidden His Arena, Hidden Forbidden Sandfield, Mu Hel, Aqua Polis, Hidden His Holyground. Controls: i - inventory, F1 - warp menu, F2 - Character Customization, F3 - Flash Mail, c - Character stat, e - action button/attack, p - friends list, left click player - drop down menu, right click hold - rotate player, ctrl + left click - rotate camera around character, mousewheel - zoom in and out, hold shift - walk, esc - options. Chat Commands: /[name] [message] - private chat, /world [message] - world chat, /party [message] - party chat KNOWN ISSUES Player character clipping issues. Camera clipping. Aqua Polis water reflections sometimes glitch. Grunty's don't move after they get older. Overlapping windows causes issues. Some enemies act dumber than normal. Putting on armor after a magical item gets rid of spells. Loading takes a sec to get all the account info based on your connection (will look into fixing this fairly soon, as it bugs me) Sometimes weapons won't equip on login. It'd be helpful if someone confirmed if this only happens when the client is close, or if it also happens when you logout normally. FUTURE ADDITIONS -Next update will be primarily focused on reducing the performance issues and increasing framerate. I have a few things I wanted to try for this update, but found that they were too time consuming to do along with everything else. -Additional lighting work needs to be done in sandfield's dungeon floors. Hopefully I can come up with some way to automate or pre-bake stuff like that so that dungeons can be "mass" created more or less in the future. -Character customization on first login. As it's kind of odd that this doesn't already happen atm. -You will not spawn in the Root Town if you logout or crash in a dungeon. So in the future you "will" need to bring sprite ocarina's. As it's a pain to backtrack through multiple levels. Unless you enjoy the dungeon scenery. If so, then carry on. -Flash mail saving and loading. -UI Tweaks -Rent a house in Aqua Polis, buildings get doors, and you can rent a physical building in Mac Anu (you'll be able to see our of windows!). This will be tested here, it may or may not stay in to the final release. -Option menu changes will persist across different sessions. -Graphical fixes. -Improved saving/loading of account info.
  23. NEW Sandfield dungeon re-enabled. Multiple floors will be added in the near future, as we're almost finished with a system for creating complex/fun dungeons fairly easily. Grunty's grow (very basic) activate grunty food near your grunty and it will grow. Hoping to make it a bit more interesting in the future, and at some point add in a system to allow you to ride them around and ram em against people/walls. Kid, Adult, Noble. Possibly rare grunty's appear (haven't been tested) Grunty food added around sandfield. Two shops added to Mu Hel, one sells some potions not in Aqua Polis. Gott statue in the dungeon. Falls apart when item is removed. Right click inventory options. Drop item, delete item, inspect item. "F2" Opens the character customization menu. Click colors to change the color, click the equipment name to remove or add it. Choose a class from the drop down list (currently weapons are setup for all classes, so there is no difference). Will become more developed as time goes on, proportion options, tattoos, hair options, eye color options, etc.. "F3" Opens the flash mail window. You will receive a notification in the right hand corner of your screen when you have new mail. Clicking the message opens up your flash mail. You can send new messages by putting in the name of the user you're trying to send to. Messages can be deleted by right clicking on them. Going to be implementing Member Address's at some point, so you'll be able to use those as well. NPC Chatting, NPC's have basic chat functions. Partying works fairly well. Message party members using "/party [message]" in chat. Leave chat by left clicking yourself and choosing to leave. Not sure if EXP distribution/treasure works correctly, so I would like to get some feedback if someone gets a chance. Instant message "/[PlayerName] [message]" will send a private message to the person. Quest giver, located where the old guild guy was. (Right outside aqua polis's entrance). Two example quests are there, they give reward money. More quests in the future. As well as much more advanced quests, the new system allows for near infinite variety of quest and will only get better with improvements. Added some misc sound effects, and music changes. More to come, will add some of the fan submitted works, and will add some more actual sound effects, as things are a little empty atm. Live event system started and functioning. (Admin will be able to setup events while game runs) Added donations button on the front page. as well as a list of the things we need in case you're particularly interested. If you're curious about anything there, feel free to let me know. Someone inquired about the saving account info. The game's setup to store and retrieve account info without any issues atm. But things are a bit tight, SO, until something changes we can't really afford a separate sql database atm. FIXES Sandfield dungeon graphics glitch (odd flickering) fixed. Issue with some of the UI's resizing fixed. Nothing happens when you try to go to areas that don't exist. Misc errors. Made water bluer, no green water. Multiple people can get on. (No promises as to how many though) CHANGES Removed patcher again. People confused in form, don't have a good update procedure yet. Holyground barriers improved. GENERAL INFO Areas: Hidden Forbidden Holyground, Hidden His Arena, Hidden Forbidden Sandfield, Mu Hel, Aqua Polis. Controls: i - inventory, F1 - warp menu, F2 - Character Customization, F3 - Flash Mail, c - Character stat, e - action button/attack, p - friends list, left click player - drop down menu, right click hold - rotate player, ctrl + left click - rotate camera around character, mousewheel - zoom in and out, hold shift - walk, esc - options. KNOWN ISSUES Player character clipping issues. Camera clipping. Aqua Polis water reflections sometimes glitch. Grunty's don't move after they get older. Overlapping windows causes issues. Some enemies act dumber than normal. FUTURE ADDITIONS Aryth's Lab (long time coming I know lol) Additional Content Improvements to current systems, models, etc.. Re-adding real grunty tavern A more in-depth event system, to spawn items, enemies, fields, setup games, and edit the world. Alter keys in-game so that you don't have to use the horrible key scheme I chose. Tie in the classes like they should be, no assigning stats, weapons/armor class specific, etc..
  24. New version, I did a little work decreasing the negative performance impact caused by water, lighting, and object reuse, it's by no means as optimized as it could be, but it should be a bit better. Minor character customization, I'll be adding on to it in subsequent versions. (Activate using F2) Account information saving has been disabled again. Added some additional menus. Re-added Theta server, along with Hidden His Arena (probably the least performance draining field available to go to.) Patcher has been improved should be more reliable, once again though I'll let you know in my posts whether or not the subsequent patches can be downloaded using the patcher. Bug fixes. More information in change-log. (Redownload the game, patching WONT work) Note: Haven't had an opportunity to do much testing with the character customization with multiple people, so changes may or may not show up correctly on others computers, however they should show up perfectly on yours. Coming next update: Additional customization options, add even more optimizations, additional bug fixes, improve on the option menu, general improvements. Fortunately our base game is coming along nicely, we're really getting close to only needing to perfect things, so hopefully things continue to go well, thank you for continuing to support this project : ) Possibly coming additions: Improve combat, dungeons, fields, weapons, and monster's depending on how normal development goes.
  25. Alpha Test Version This version contains the following additions: Smooth movement from other players ('less lag jitter when others move') PvP - (in fields) Trading - (click the person and press "t") Selling to shops Saves stats and inventory Larger list of animations Patcher various bug fixes.. TO PLAY: Type in username and password and click register. Wait for your account to register. Then login. Coming up: Finishing partying (85% completed at this point), basic customization (hair, clothes, skin color), new monster, weapon and field additions, improve enemy ai/animations. Known Issues: Patcher still needs some work. Updates will have full download offered just in case. Not all features in option menu fully work. Weapons from other players do not appear. Glitches in clothes. Animation syncing does not sync correctly all the time. Controls: Space - Jump, C - Stats, F1 - Warp (near gate or in field), t - Trade (after click on person), ctrl + left click hold - Rotate around character, right click hold - turn player, i - inventory, e - open shop, e - attack monster/player (with weapon equipped), ~ - coordinates, 1..2..3..4..etc - Magic (with staff equipped), right click item - delete item, esc - option menu, shift - walk, left click item - use/equip, left click chest - pickup, /world- shouts in chat. Update: Invisible person glitch will update link and put out a patch in the morning.
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