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Messages - Mickey Kudlo

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1
RPGWO V6 / V7 / Re: Guild Vale Updated
« on: July 15, 2019, 01:13:19 pm »
WIPED the world and players.
  • Main reason for wipe was XP changes. Leveling, skill improvement and skill points have been slowed down. Was too easy to level and train everything.
  • Re-did the caves. Using a different, better generator. Added bats and shrooms too.
  • Added little islands throughout. Should match land claim plots and be good for player homes.
  • Mastery Skill scrolls for Mastering skills. Only found in Cave quests.
  • Ruins added on the surface with undead guarding it.
  • Added wheat and corn
  • Can train skills in game
  • Stone and wood wall making.
  • Added minerals and precious metals to mining. Fixed rarity too so there should be plenty to mine now. Before it was kinda empty. Underground also got scattered "Pile of Bones" which is NOT a monster but something to search for loot. I do plan other crap underground someday.
  • Camp fires for easier cooking
  • Lots of refinement and bug fixing

My goal is to try and publish an Alpha version on gaming websites by the end of the year or sooner.
Things I know I need to get there:
  • NPCs, small towns at start spots with trading/selling/buying
  • More Quests
  • What's New and Help
  • Missile weapons
  • Basic Magic system
  • Basic Alchemy
  • Armor
  • Elevation (maybe)
  • Line of Sight (maybe)
  • Day and night and lighting (maybe)
  • Crap... my list is endless

2
RPGWO V6 / V7 / Re: Guild Vale Updated
« on: May 30, 2019, 05:00:11 pm »
May 30, 2019

  • Walk and Run modes. Run moves twice as fast but uses Stamina depending on your Run skill roll.
  • Peace, Defend and Attack modes
  • Added wheat and corn
  • Cooking: meat from carcasses used on a heat source(only one now, the furnace)
  • GUI updates, graphic buttons
  • Can Train skills in a window
  • Major skill XP changes:
    • Skills can be: Untrained, Trained or Mastered
    • Untrained allows the lowest level of usage, up to skill 10 based on attributes, no XP gain
    • Trained maxes out at 100 skill level with 100% XP gain, can train a skill at any time if you have the skill points
    • Mastered (same as classic Specialized) has no max with 200% XP gain, need a mastery scroll and skill points to train, scrolls found in quests with Search skill
  • Carcasses for most(or all) monsters, some can get meat from
  • Updated Cave up/down images and Cave Quest portals
  • Morale loss disabled for now since not enough food/ways to improve it yet
  • Level up animation
  • Maps show quest entrances/warps with a purple cross so they easier to find on maps
  • Gold coins are now Copper coins, can't mine them yet, just from quests and searchables
  • Goblins running around
  • Bug fixes and refinements

3
General Chat / Re: Hello
« on: May 10, 2019, 12:28:45 pm »
Hmm, did we all get old and get married and get kids and get a mortgage and get real jobs and get a non-digital life?

4
RPGWO V6 / V7 / Re: Guild Vale Updated
« on: May 08, 2019, 10:51:38 am »
May 8, 2019

Sorry I have not been keeping this up to date. April was a nasty month, full of a long, busy business trip, getting and being sick the whole month and the icing on the cake... a death in the family.

I haven't stopped working on Guild Vale though but it has been slow for sure. Did a few updates and let me see what I can remember...
  • Cave Quests: Cave Rats and Rat Nest are the only things now that give loot. Look for warp portals, one in each 100x100 area.
  • Wilderness monsters don't drop loot but still do drop jerky for food.
  • Search skill added for use on Rat's Nests. The better the skill the better the loot. V6 had this too. It a useful skill for combat types. Much planned for it.
  • Usage pick list with scrolling. For Blacksmith, put a bar on the ground with a hammer in your inventory and you will see it, show all you can make with arrow button scrolling.
  • Blacksmith can make all the tools and weapons
  • Refined the GUI, made it more consistent looking
  • Can drag items around on the map to move them
  • Dropping items easier, it allows you to pick the spot to drop to
  • The usual refinement and bug squashing

5
RPGWO V6 / V7 / Re: Guild Vale Updated
« on: March 19, 2019, 12:47:21 pm »
March 19, 2019
  • Can use a tool on empty ground. So you can now dig caves down and up.
  • Underground is working which means... Mining works too! But still can't do anything with the ores yet.
  • Auto-tool spot is now active but seems to only work for mining right now.
  • Been updating monster images as I go too, adding smaller and bigger versions and some carcasses.
  • Can use hand on items. Main one is using a Life Stone to set resurrect spot. But this opens up harvesting fruit... when trees/bushes ever get fruit.

6
RPGWO V6 / V7 / Re: Guild Vale Updated
« on: March 05, 2019, 11:11:28 am »
March 5, 2019
  • Basic Usage: can repair weapons on the ground and cut down trees. Not much but it a huge step and opens the flood gate for much more.
  • Redrew some monster images, adding a smaller and larger image. Plus added some monster carcasses that rot. Will add usage on them some day
  • Added medium and high monsters versions for Mud, stone and snow golems.
  • Use /trainskill <name> to train a skill after player creation. Need to create a "train skill" screen still. Just Farming and Blacksmith are valid now. You also get the starter tools.
  • Maps were not getting saved sometimes when you exit the game. It now saves automatically every 10 seconds but after testing it on the production server, it has a visible lag. So, I need to work on that some more
  • In the Map Screen, you can click on the big map and the smaller map will show that area
  • Morale is now displayed in the Attribute screen. Jerky can raise it.

7
RPGWO V6 / V7 / Re: V7 Current Task
« on: February 25, 2019, 11:39:05 am »
Work is ongoing.

Working on or done for next update:
  • Basic Usage: carry tool on map item
  • Repairing weapons
  • Bugs like ghost monsters and map lag
  • Never ending refinement, heh, of this and that

Some future things I am thinkin about:
  • Mining and underground
  • Harvesting(farming, mining) and building(carpentry, masonry)
  • Guilds, the sooner I start on this the better since the new name implies a heavy emphasis
  • Land claiming

8
RPGWO V6 / V7 / Re: Guild Vale Updated
« on: February 13, 2019, 05:36:35 pm »
February 13, 2019
  • Monsters now drop weapons so you can upgrade and replace broken ones, still no repairing yet
  • Fixed bug with ghosted monsters near the 50x50 edges. Players could see them but could not attack them and they never move.
  • Map sending staggered more. It sends one at a time, waits for the previous to end sending before sending next one. But it still seems to lag up the client. Need to rethink this method maybe.


9
Announcements / Re: RPGWO Server.exe File Trojans
« on: February 11, 2019, 02:15:10 pm »
Malwarebytes on my system.

10
Announcements / RPGWO Server.exe File Trojans
« on: February 11, 2019, 12:29:53 pm »
Someone reported that the V1, V2 and V3 server.exes recently downloaded from rpgwo.com contained trojans according to virus scans.

I did a FileCompare on V2 and V3 server.exes and they are both clean and safe. V1 I could not find a matching local EXE to test but the date on the file is older so "should" be ok.

Seems like false positives but as always, use at your own risk.... and have fun!

11
RPGWO V6 / V7 / Guild Vale Updated
« on: February 01, 2019, 05:19:21 pm »
February 1, 2019
  • Added weapons: dagger, sword, axe, mace
  • Can arm and dis-arm them in the Carry window
  • Weapons wear down but have no way yet to repair, eeeek!
  • New skills for the weapons
  • Wiped the map and players cuz can't train skills in game yet and need to test plants
  • Map size is now 2000, it was 1000
  • New Chat window. Android can now chat
  • Map window got flashing cursors, grid lines and position/sector location

12
RPGWO V6 / V7 / Re: Time for a New Name?
« on: January 22, 2019, 11:46:05 am »
just don't go overboard with defenses.  if you make different defenses for each type of attack(slashing stabbing etc.) it would drive everyone crazy.

Right now, whatever weapon you have armed, that is your defense skill. So like, you use a Sword to deflect/parry incoming attacks. Physical missile attacks also would be defended this way but I think at a reduced rate, like 50%. V6 has Shield skill which I think in V7 will block missiles at 100% skill rate.

Magic is different. Will have physical and pure types. Physical actually creates the effect, like real fire, and sends at the target. They can be blocked with melee skills but maybe with some splash damage. These would be harder/costlier to cast maybe. Pure magic, easier to cast but less powerful, bypass physical barriers (shields, weapons, some armor) and release the effect on contact. A Magic Resist skill will come into play there. That is kinda what I am thinking.

also don't overcomplicate usages like you did in V3.  needing multiple items to craft an object is fine, but 20 steps for 1 item is insane!

Agreed, usages got nutty in V6. I tried playing it back in Summer and was like "WTF was I smoking?!? And do I have any left?" I plan to simplify it a LOT. Like, to plant a seed, it was 3 steps: rough land, plough land, plant seed. Now it will be just: plant seed but require a hoe (for show). I see having 2 usage types: Usage(simply stuff) and Crafting(more complicated). A Usage would be harvesting wood from a tree. Crafting would be using some "bench" (like an anvil or stove) to combine tool(s) and ingredient(s) to get a finished product. Like open anvil, add hammer to tool list(may already be there from last craft), add iron bar and wood to supply list then select item from a possible list (iron hammer, iron axe, iron mace, iron pick, etc) then hit "Craft" to make it, assuming you have skill and stamina.


What happened to Guild Vale? You did an update to it and now it's not working lol.

I added mini Map and the world map screen. For some reason, the first time you run it, it goes nuts. Looking into the issue. Plus my android is giving me Asian characters, heh.
Also added auto-updating on PC and Android which will make things easier for all.

13
RPGWO V6 / V7 / Re: V7 Current Task
« on: January 14, 2019, 01:16:25 pm »
Got a mini-map and map screen added for the next update.

Working on auto-updates. I think I got it mostly figured out. It won't use a separate updater program but it will update itself. The game engine, AGK, actual EXE would never be updated since it is just a scripting engine. The actual byte code file would be updated, plus any images, sounds and game data files, as needed. The only thing, if the byte code file gets updated, you need to restart the game right after. I will have it force an end with a notice, somehow.

Then I plan on adding weapons and weapon skills.

14
RPGWO V6 / V7 / Re: Time for a New Name?
« on: January 14, 2019, 11:45:33 am »
Right now, I am working on Auto-updating, so we don't have to always manually update. I think I figured out a way to make updates easy on both PC and Android. Should have it by end of the week.

Defense skills we probably need to discuss. V6 didn't have any specific def skills. Whatever you had armed, it used that for defense. I will search the threads for any past discussions and/or start a new thread on it.

Other skills:
- weapons: plan to add them next after auto-updating: dagger, sword, axe, mace, (all depends on the images I make for now)
- usage/craft skills: need to code the usage system. Thinking I need to break things up into "usage" and "crafting". Usage would cover things like opening doors, searching corpses, harvesting stuff off the map, mining, etc. Crafting would then cover "work bench" or making a new item from a mixture of other items and tools.

15
RPGWO Chat / Re: Wowwwwww
« on: January 09, 2019, 04:08:54 pm »
Stormy Niiiiiiiiiiiiiiight!

16
RPGWO Chat / Re: Maybe RPGWO still has a future.
« on: January 09, 2019, 03:17:17 pm »
Server is in C-Sharp. The client I am using AppGameKit which is a multi-OS scripting language for gaming and has good support.

17
RPGWO V6 / V7 / Re: Time for a New Name?
« on: January 08, 2019, 11:39:43 am »
Quote
If RPGWO receives a new name, it should reflect its sandboxy, community friendly nature...

"Guild Vale"
 - Guild = community
 - Vale = sandbox, world, place, etc

I could add "Happy Happy Fun Time" to the end so it sounds "friendly" ? heh

Guilds will be the focus and the builders and drivers of the world.

18
RPGWO Chat / Re: Maybe RPGWO still has a future.
« on: January 08, 2019, 11:35:54 am »
@Flambelk, that is why I am making V7 or the new name is Guild Vale. 2D, pixel, MMO-RPG, sandbox.

I saw other 2D MMO-RPGs on phones and was like, WTF, I can make that in less than a year... maybe.

19
RPGWO V6 / V7 / Re: V7 Current Task
« on: January 07, 2019, 10:56:26 am »
Updated over the weekend.
Lots of changes and adds but the main thing being the new name:

Guild Vale

Got guildvale.com all setup (although very simply), with links to the Windows and Android clients. I think I can get a Linux one created too but let me know if you desire it.

Some issues:
  • Android chat can't send. I need to create a whole new screen for it soon.
  • Food is limited in the world. Just rats drop jerky and too rare now. For now need to add more food or more drops.
  • Map loading is much better but still has issues and can stall/lag the client. Will improve it soon


The new name has "Guild" in it which means I decided to make guilds a large focus. Mainly, they will build towns and drive a lot of events and the basic success of the world.

To do:
  • Fix issues above
  • Basic map Usage like picking fruit or collecting surface resources

20
RPGWO V6 / V7 / Re: Time for a New Name?
« on: January 05, 2019, 07:06:11 pm »
How about...

guildvale.com

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