So assuming I'm able to throw some kind of upgrade dialog/system in place in the next 2 nights, I should be able to release an Alpha of my project FINALLY, 8 months later. Can scarcely believe how many extra things I had to do, how long some things took to do, etceteras. Anyways, I don't have a big set time or anything over the weekend, was thinking I could see who was available throughout the weekend, try to give people access accordingly. Some multiplayer testing would also be awesome as this aspect has not been tested at all, but should function the same as for player 1.
This is only going to be happening on the US based server, sorry for any others that might have been interested, I just can't see myself getting this posted to any other servers until it is at least Beta if not release. Ideally I'd like you to get past the point of killing White Mage, the second main Boss of the RPG and the end of the RPG at the moment (6 other main bosses and their areas will get added later). But any playtime and feedback based on it will be greatly appreciated. I will have 3 classes available at the moment, Imp the Naked(Wizard type), Casper the Unfriendly Ghost(Specializes in Guns), and Knight of the Shire(Melee Type). The Knight is actually unfinished at the moment (need spells), but his main skill is melee anyways, and his triwielding system is functioning properly.
So if any are interested in helping out, checking out what I've burned 8 months on (in my defense, I started learning the editor 8 months ago...), please either respond to this thread or shoot me a PM with when you'd be available, please include the timezone as well! I'll try to get everyone on board that has any interest this weekend, thanks for taking a look here.
Edit: So realized today that I completely posted this in the wrong section after remembering how to read. I have made a new post in the appropriate section. Mods feel free to delete this thread
So posted a new, more accurate thread about this yesterday, but apparently the Mods decided to delete THAT thread instead of this one yesterday. Oh well, I'll just post it as a reply to this thread.
Plan is to try to meet up tomorrow at 2 pm PST (Sunday, Sept 23rd). My bnet name is Deadzergling and ID is 1102. Any questions, just ask in this thread or shoot me a PM. I know I have been REALLY bad about putting any screenshots/videos up, I'm hoping to remedy this in the very near future.
Didn't testing earlier tonight with someone 15 hours ahead of my time zone. I don't foresee any problems of that nature, although FuzzYD did help uncover a game-breaking error, which is now fixed. Don't count on it being bug free though, it is just an Alpha, some features flat out require having extra players to test.
Apparently I grabbed my bnet number form the wrong place, it is DeadZergling at 596. I also should have mentioned can meet up in channel HorologiumRPG. Oh well, can you tell I haven't done this before?
So I got enough content to test again I think, going to shoot for testing this Saturday(10/06) at 10 PM PST (1 am EST). Channel name is HorologiumRPG and I can be contacted at Deadzergling/#596. And of course I can be contacted through this thread/in PM.
Been hard at work resolving some of the spotted bugs from last time, happy to say the de-syncing issue is no more, map should now support the full 8 players. Besides that, here is some new content I've been working on/implementing:
1. Rescaling monsters/items to be more visible, not get stuck in the ground as much, not have items that mysteriously aren't gettable.
2. Reworking the ability purchasing systems, the way int/wis is applied to spells (should now be accurate), and the tooltips should be very up to date now. This is easily where I have spent the vast majority of my time lately, been a real nightmare getting all this working the way I wanted.
3. Monster difficulty now scales with the player count. The HP increases, the damage increases, the movement speed increases, and the amount of XP per monster increases now.
4. Re-worked Shared_XP to in fact you know, share the XP, not just give the same standard amount to all. This was highly necessary with the monster XP scaling, and just makes more sense anyways. The XP will always be better overall as a team then solo. Example, monster worth 3 exp is killed by 2 players, each player gets Ceiling(XP/PlayerCount), or 2 XP each.
5. De-syncing issue were solved, map now supports more than 2 players no problem. Had an issue with the bank oversaving, that should be resolved now.
6. Player death messages. As part of the fun factor of the map, I am implementing death messages that will announce to everyone just how you died every time it happens. Each monster will have at least 5 unique messages.
7. 8 new mini-bosses. These were planned for the last alpha, but had other issues to deal with instead. No unique loot as of yet, they will all just drop rings for now, but is far too early for me to worry about unique boss only loot. While I was at this I reworked the wolves AI some, it now functions better, and is more difficult to deal with.
8. Added Player Board, this is still very early, and I plan to add health/energy bars before too long, but for now just shows who is w/ you, what they are, etc.
9. Gave up on the whole BB gun for casper thing, he will simply start w/ a rifle, I want players to give the game a chance, not ragequit after 5 minutes... I did decide to give the imp a BB gun to start though, lol.
Just posting a quick reminder that I am doing some Alpha testing for my project in about, 16 hours and 20 minutes on the US server. (10 PM PST) Can contact me at Deadzergling #596 on there, will be in the channel HorologiumRPG as well. Hope to see some of you there!
So assuming I'm able to throw some kind of upgrade dialog/system in place in the next 2 nights, I should be able to release an Alpha of my project FINALLY, 8 months later. Can scarcely believe how many extra things I had to do, how long some things took to do, etceteras. Anyways, I don't have a big set time or anything over the weekend, was thinking I could see who was available throughout the weekend, try to give people access accordingly. Some multiplayer testing would also be awesome as this aspect has not been tested at all, but should function the same as for player 1.
This is only going to be happening on the US based server, sorry for any others that might have been interested, I just can't see myself getting this posted to any other servers until it is at least Beta if not release. Ideally I'd like you to get past the point of killing White Mage, the second main Boss of the RPG and the end of the RPG at the moment (6 other main bosses and their areas will get added later). But any playtime and feedback based on it will be greatly appreciated. I will have 3 classes available at the moment, Imp the Naked(Wizard type), Casper the Unfriendly Ghost(Specializes in Guns), and Knight of the Shire(Melee Type). The Knight is actually unfinished at the moment (need spells), but his main skill is melee anyways, and his triwielding system is functioning properly.
So if any are interested in helping out, checking out what I've burned 8 months on (in my defense, I started learning the editor 8 months ago...), please either respond to this thread or shoot me a PM with when you'd be available, please include the timezone as well! I'll try to get everyone on board that has any interest this weekend, thanks for taking a look here.
Edit: So realized today that I completely posted this in the wrong section after remembering how to read. I have made a new post in the appropriate section. Mods feel free to delete this thread
So posted a new, more accurate thread about this yesterday, but apparently the Mods decided to delete THAT thread instead of this one yesterday. Oh well, I'll just post it as a reply to this thread.
Plan is to try to meet up tomorrow at 2 pm PST (Sunday, Sept 23rd). My bnet name is Deadzergling and ID is 1102. Any questions, just ask in this thread or shoot me a PM. I know I have been REALLY bad about putting any screenshots/videos up, I'm hoping to remedy this in the very near future.
@Deadzergling: Go
Give it to me straight before I try to test with you... Is this going to blow up my computer with lag?
@Doubleclick123: Go
Didn't testing earlier tonight with someone 15 hours ahead of my time zone. I don't foresee any problems of that nature, although FuzzYD did help uncover a game-breaking error, which is now fixed. Don't count on it being bug free though, it is just an Alpha, some features flat out require having extra players to test.
Apparently I grabbed my bnet number form the wrong place, it is DeadZergling at 596. I also should have mentioned can meet up in channel HorologiumRPG. Oh well, can you tell I haven't done this before?
So I got enough content to test again I think, going to shoot for testing this Saturday(10/06) at 10 PM PST (1 am EST). Channel name is HorologiumRPG and I can be contacted at Deadzergling/#596. And of course I can be contacted through this thread/in PM.
Been hard at work resolving some of the spotted bugs from last time, happy to say the de-syncing issue is no more, map should now support the full 8 players. Besides that, here is some new content I've been working on/implementing:
1. Rescaling monsters/items to be more visible, not get stuck in the ground as much, not have items that mysteriously aren't gettable.
2. Reworking the ability purchasing systems, the way int/wis is applied to spells (should now be accurate), and the tooltips should be very up to date now. This is easily where I have spent the vast majority of my time lately, been a real nightmare getting all this working the way I wanted.
3. Monster difficulty now scales with the player count. The HP increases, the damage increases, the movement speed increases, and the amount of XP per monster increases now.
4. Re-worked Shared_XP to in fact you know, share the XP, not just give the same standard amount to all. This was highly necessary with the monster XP scaling, and just makes more sense anyways. The XP will always be better overall as a team then solo. Example, monster worth 3 exp is killed by 2 players, each player gets Ceiling(XP/PlayerCount), or 2 XP each.
5. De-syncing issue were solved, map now supports more than 2 players no problem. Had an issue with the bank oversaving, that should be resolved now.
6. Player death messages. As part of the fun factor of the map, I am implementing death messages that will announce to everyone just how you died every time it happens. Each monster will have at least 5 unique messages.
7. 8 new mini-bosses. These were planned for the last alpha, but had other issues to deal with instead. No unique loot as of yet, they will all just drop rings for now, but is far too early for me to worry about unique boss only loot. While I was at this I reworked the wolves AI some, it now functions better, and is more difficult to deal with.
8. Added Player Board, this is still very early, and I plan to add health/energy bars before too long, but for now just shows who is w/ you, what they are, etc.
9. Gave up on the whole BB gun for casper thing, he will simply start w/ a rifle, I want players to give the game a chance, not ragequit after 5 minutes... I did decide to give the imp a BB gun to start though, lol.
Just posting a quick reminder that I am doing some Alpha testing for my project in about, 16 hours and 20 minutes on the US server. (10 PM PST) Can contact me at Deadzergling #596 on there, will be in the channel HorologiumRPG as well. Hope to see some of you there!