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Topics - Mickey Kudlo

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1
RPGWO V6 / V7 / Time for a New Name?
« on: December 10, 2018, 09:48:59 am »
My concern is there is a game out there now called "RPG World" that may conflict. Although, I checked and it isn't copywrited in USA.
Also, V7 is pretty far away from the original V1, so maybe we can use a new name plus something that is more specific or commercially appealing.

I have mixed feelings about this.

My main goal with V7 is Guild town building and running.
Here are some that are kinda what I would want but are taken:
 - arrowgate, madgarde, cloudgrasp, steeledale
 - Guild Town(website taken), Guild Bourne, Guild realm, guild forge
 - guild warden, claymore rpg, guild dawn, sand clan, guild haven, hammer helm, guild venture
 - realm venture

I have found a few good ones that may work but don't want to mention them yet.

2
RPGWO V6 / V7 / Map Data Handling
« on: October 31, 2018, 01:27:02 pm »
Past versions send map data as you move. You move to the left, the server sends the left edge of the map data(surface, items, players, monsters, etc), then the client displays the move.
So, you can end up getting the same data over and over, increasing bandwidth (and latency?) but it deals with a dynamic world well.

Since V7 is also intended for mobile, I decided to deal with map data differently. It sends a large portion (50x50) at a time to the client and sends updates as they happen.
So it a lot of data at first but should be minimal as the player moves around. The server sends more 50x50 sections as you hit edges. This is for large maps. Smaller ones, like a 100x100 dungeon would send all at once, when you first enter it.

This also gives the client more responsibility and faster reaction. It will start moving right away then send the request to the server. The client knows basic blocking items, etc.

I want to say most/all online games, that use static maps (which is probably most/all), have copies of world maps already. So, I am kinda using that model.

Not sure how it will all work out but will see!

3
RPGWO V6 / V7 / V7 Current Task
« on: July 13, 2018, 11:56:10 am »
Same as with V6... I will try to keep this thread updated as to what I am working on for V7.


The initial design and planning has been slow. Needed to really understand V6 code, what I am keeping, changing and getting rid of.

Things done:
  • Server and client project creation, general design and planning
  • network/socket client/server connectivity
  • version checking, login screen, player creation(split into 4 screens)
  • basic GUI (can make the look better later if wanted), buttons and elements are designed BIG so phones and tablets are playable
  • basic player graphics, in general graphics for all will be 16x16 (classic is 32x32) and will be zoomed 400% to 64x64 in game, will give a very pixelated look

Working on:
  • World creation: removed elevation for most part, keeping biomes, simplifying most
  • server/client map data sending, previous versions get map data each time they move thus can be network greedy and slow movement, want client to have all/most map data for fast/smoother movement
  • client tactical map display which is the main display screen of game play

Estimated alpha release date... maybe September.

4
RPGWO V6 / V7 / Skill Training
« on: June 25, 2018, 12:54:21 pm »
How should skills be trained up?

Classic V1/2/3 has 3 stages:
- Untrained, un-usable, no XP
- Trained- 100% XP, no limits, can train in game
- Specialized - 200% XP, no limits, can ONLY spec at creation

V6 (skill values are 10% of classic, so a value of 50 in V6 equates to a 500 in classic, it much more scaled down, sort of)
- Untrained, usable, NO XP gain, based on Attributes, limited value to 30, can do all low level usages
- Trained, gain 50% regular and skill XP, limited value to 60, can do low and medium level usages
- Specialized, full 100% regular and skill XP, no value limit, can do any usages
- Mastered, 150% regular and skill XP, no limit, can do any usages
- ALL skills can be trained, Spec or Mastered in game

V7 new-ish idea, mostly V6
- All of the V6 rules except...
- Trained gives 100% XP, Spec gives 150%, Mastered gives 200%, (not sure about this change)
- Mastered can NOT be done at creation but can only be done in game, tied to a quest for that skill


Let me explain skill values in V6 better... Generally, in classic, 75-100 skill is the step up, but in V6 10 is the step, for example, arming a better weapon or using a better tool. I changed how the skill roll works to better deal with this too. That is probably the subject of another post. Those that have played V6 enough understand my scaling... maybe.

5
Announcements / rpgwo.com was hacked... beware
« on: June 25, 2018, 11:24:50 am »
The website was hacked... again. Yelled at my ISP this morning, asking how someone can get my account, changed the password and changed files... and they say it my fault. *shrugs*

Website is down for now.

6
RPGWO V6 / V7 / V7 Good, Bad and Ugly
« on: June 20, 2018, 03:36:03 pm »
Time to let me know NOW, early in development and planning, what in V6 that was bad and needs to be addressed.
And what is in classic versions that needs to be added too. I looked at the forums a bit but it a lot to go over, so I am hoping players can help me out there :)

Some things on my list:
- cleaner tactical maps
- smoother movement
- pre-built worlds with towns, roads, quests
- armor, damage types, magic, guilds, guild towns

7
Announcements / V7 ???
« on: June 05, 2018, 04:22:24 pm »
The other day, I played Rucoy Online (a MMO) on my phone and was surprised it was soooo simple and like had a million plus downloads!?!? (I did play it last year and got bored fast *shrugs* and the same now, anyways...)

So, now I am feeling inspired to re-work V6 into a V7, simplified somewhat and with a new, simple, multi-platform client (PC, android, etc).
Then officially publish it (would need to spend some $ on a certificate, registration and a real LLC business formed, I think) and figue out a way to monetize it (ads, perks, etc).

Researching how far I can/need to simplify the RPGWO ideas/concepts/features to be more commercial but still be RPGWO... you know? Hopefully not too much is needed.

Some ideas, some I like, some I hate (numbered so you don't need to quote):
  • No large main map, use smaller 50x50 maps, connected at edge, that can expand infinitely
  • 50x50 sectors have biome type, get loaded/created on the fly when player enters, saved/unloaded when they leave, loaded when needing processing (growth, npc activity, etc)
  • remove RPGWO type elevation, use a more commercial look
  • house images, doors warp to smaller maps (V2,V3 have it)
  • V6 is heavy simulation, get rid of most of it {remove seeds everywhere}
  • Limited dynamic maps, very little can change
  • monsters spawn faster, larger groups, easy to find (spoon feed players)
  • client tactical view takes entire form, gui opens for attributes, inventory, etc
  • client has more data, maps, more trust, allows smooth actions
  • players don't block
  • remove burden limits??? Maybe just an item limit???
  • remove stamina??? just use food??? (I noticed Rucoy doesn't have, un-easy about removing it, like resting/waiting is a bad thing for a MMO?)
  • simplify items: like one type of rock or wood, not 15 kinds and sizes
  • simplify usage: like reduce steps like {Use Axe on Tree to get Wood}
  • Simplify ore system??? Just use common metals people know: tin, bronze, iron, steel, tungsten, mithril, etc
  • reduce number of skills??? make it class based??? professions???
  • simple GUI
  • simple graphics and animations

Or keep V7 pretty much like V6, just fix the annoyances and make a multi-platform client then publish that shat.

As always, I cherish your input  ;D

8
RPGWO V6 / V7 / V6 Revival?
« on: May 02, 2018, 11:11:43 am »
Been tinkering with V6. Being away from it for over a year gave some "clarity" to some issues players have brought up.
Like simplifying some Usages. I can see places where it needs to be simpler, less steps, less "middle" objects too.
Also, what Greatest brought up (I think) about Usage taking too much real time. Players would rather spend the Stamina to speed work up than take real time. I made a change where it spends more Stamina, if you have it, and increases Work done on a usage. Instead of spending 1 Stamina per turn and getting 1 unit of work (not including tool and skill modifiers), it now spends 5 or more, to multiply the work done. So far works better but can waste Stamina so I need to fine tune it. The change is installed on the server/world that is running now though.

Looking in forums for what next major feature I can add. Leaning towards Magic.

9
Announcements / WTF have you been Mickey!?!?
« on: April 09, 2018, 12:36:03 pm »
Um.. yeah.

Like most people in the USA, I got sick. November and December were "fun" months dealing with bronchitis and fevers and cooties or is it kooties?
Then my wife got it in January/February. And also the winter blues kicked in, that ass.
Plus, my job has been VERY busy. We have been "transitioning" to a new ERP system and it has been one big cluster fudgesicle.
So, what was left of my brain either got eaten by "jumped the shark" Walking Dead or Civ 5... YES IT JUMPED THE SHARK AND IS A SMELLY PIECE OF POOP! Don't get me started.

So all that ended my V3 motivation plus I promised to give it a year of my time and I did. So I was happy I kept that commitment for everyone even though the results are debatable.

What am I doing now? Toying around with other projects that help keep my mind busy.

10
RPGWO V3 / Multi Players Per Login?
« on: December 05, 2017, 01:31:06 pm »
I generally like multiple because I like to play all different ways. I don't like being stuck into 1 player type. But I know a lot of you worry about the "economy" so I want feedback.

11
RPGWO V3 / Start a new smaller, more stable, V3 world?
« on: October 30, 2017, 03:00:34 pm »
I am willing and able (time wise) to start a new smaller V3 world. Like 1000x1000 instead of 2000x2000.

Create Tasks:
  • 1000x1000 world
  • Main, start town in middle sector, entire sector is PLOT
  • Main town MUST have mule trader
  • Enable buying player traders
  • Wilderness spawns spiral outward
  • Add more worms cuz they are awesome
  • Maybe adjust jewelry, BS and mining skill needed to higher

Ugh, the whole jewelry needs a rework plus magic. Having a month off helped so maybe I can get back into V3. Need to think about it.

12
Announcements / Stopping Work on V3
« on: October 12, 2017, 12:57:13 pm »
Need to stop working on V3. Got all sorts of real life crap hitting me and need to refocus.

I posted in the download section the V3 server and client media files. Whoever wants to run something and wants it added to the list, I can add them. Leaving Upira up for now. The V2 client media and ini server files still should work on V3 since most hated my new content  :P

I may be able to make minor code changes/requests to V3 server/client in the future if someone opens a serious world.

Again... Thanks for playing!

13
RPGWO V3 / Monster Balancing and Rework
« on: August 08, 2017, 11:45:49 am »
@Gimpy, so give me some numbers and explain what you want me to do... and anyone else who has an opinion.

14
RPGWO V3 / Bug: Adding items to a container in your inventory
« on: August 07, 2017, 11:44:29 am »
Moved this bug out of the other thread cuz it was getting lost in there.

Getting any error messages or it just not happening?

Also, I am looking into item moving while screen is shifted.

15
RPGWO V3 / Town and Road Building
« on: July 13, 2017, 11:31:33 am »
I made the starting town and was planning on making a middle town with a road connecting them. But should I let players build it in game?
Probably look at the Guild Town code and use that? I would prefer players build the towns and NPC stuff and I will build quests.

I would need to code the towns as dynamic some how. As long as the guild supported it with food, gold, supplies, then the town remained, else it would rot away some how.

16
Announcements / Server Was Hacked
« on: June 30, 2017, 07:09:09 pm »
Someone hacked Jons server that I run the game on. On a IIS account.

Anyone know... or is... Godson Irish Ekundayo? heh

I think I still have access to all this crap too.

17
RPGWO V3 / Land Claim Size
« on: May 01, 2017, 01:49:10 pm »
20x20 seems large and not very flexible for players and when it comes to roads and small PLOT stuff.

10x10 I feel opens up more options to players. Like making a small shop in a town. 10x10 is good for that.

18
RPGWO V3 / Game Updates
« on: April 27, 2017, 05:31:35 pm »
April 27, 2017
spent about a month redoing ore and weapons
the old metal ores replaced by new ones, 10 in all, minable, smithable
all melee and missle weapons redone
dagger skill is now free, dagger damage nerfed down low
I changed so much, who knows what is broken or unmakable
wands, armor, shields and tools still need to be redone

19
RPGWO V3 / Current Task
« on: April 17, 2017, 11:58:11 am »
Hello, I figured I should let everyone know what I am doing, since lately it is a lot of work I can't really update the server with yet.

Done:
  • New ores, mining, making bars, heating bars
  • removed mining the old ores, removed molds and filled crucibles
  • added ore picks and hammers, usage to make them
  • added ore daggers, usage to make, Dagger skill is free, nerfed daggers, removed old daggers
  • added ore swords, usage to make, removed old swords
  • added ore axes, etc
  • added or maces, etc

Working on or Planned:
  • ore scythe, flail, spear, staff, ua, bow, xbow, throwing
  • ore armors, leather armor, studded leather armor

Then I think I will start a new world for testing them all. Hopefully by May.

20
RPGWO V3 / Weapons
« on: April 11, 2017, 04:11:04 pm »
If you don't recall, a weapon rating is the average damage it can do in 10 seconds.

The ore weapons start with tin with a rating of 30.
Each ore increases the rating by 10.
For now, each ore will have 6 weapons in a skill type.

For Sword I have:
- Short Sword
- Sword
- Long Sword
- Broad Sword
- Claymore
- Great Sword

NameSpeedDamageRating2-HandALSkill Req
Tin Short Sword1.51 - 83025
Tin Sword2.02 - 103025
Tin Long Sword2.54 - 123025
Tin Broad Sword3.05 - 133025
Tin Claymore2.03 - 1135True450
Tin Great Sword3.06 - 1535True450

So basically the first 4 are normal, single handed. Fastest to slowest, least damage to most damage. Depending what your style is, attack more often with less damage per attack or attack less often with more damage per attack.
The last 2 are similar, faster/less damage and slower/more damage but since they are 2-handed, you get some AL and a little higher skill required to arm plus a little better rating.

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