[Game] rpgtest [git][rpgtest]

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cd2
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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Fri Jul 01, 2016 12:01

UPDATE

Today I added 3 new mobs:
  • Lava Flower
  • Coal Monster
  • Book

+ Screenshots
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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Sun Jul 03, 2016 10:45

azekill_DIABLO wrote:actually, what am i supposed to do when i spawn?

https://github.com/cdqwertz/rpgtest/wiki/Gameplay

azekill_DIABLO wrote:and the wheat grow far too fast

Fixed
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Sun Jul 03, 2016 10:50

UPDATE
I decided to remove the old village generation code and use pre build villages instead.
  • looks better
  • faster generation
  • less light bugs
  • smaller

+ Screenshots


Let me know what you think :)
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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by azekill_DIABLO » Thu Jul 07, 2016 11:48

...i can't play anything, the map is covered of blue square monsters which are nearly unkillable
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Thu Jul 07, 2016 16:08

D00Med wrote:Nice villages!

Thank you :)

azekill_DIABLO wrote:...i can't play anything, the map is covered of blue square monsters which are nearly unkillable

Just use /clearobjects quick for now :)
I have not fixed the spawning system yet, but I will do that soon :)
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by azekill_DIABLO » Thu Jul 07, 2016 16:54

covered was a bit exagerated.

and an idea for the box: the hit box should be a bit higher or the pumpline smaller, because i saw on a screeny it looks a wierd
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Fri Jul 08, 2016 14:02

cd2 wrote:
azekill_DIABLO wrote:...i can't play anything, the map is covered of blue square monsters which are nearly unkillable

Just use /clearobjects quick for now :)
I have not fixed the spawning system yet, but I will do that soon :)

Fixed!
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Fri Jul 08, 2016 15:51

azekill_DIABLO wrote:cool!! but about hte wiki: it says get stones they lay on the ground >>> which stones?

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by rubenwardy » Fri Jul 08, 2016 18:23

I've started working on rpgtest.

I'm making a fork called Voxel Legends following my own visions, but I will be posting pull requests to rpgtest for most of my changes.
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Sat Jul 09, 2016 07:19

rubenwardy wrote:I've started working on rpgtest.

Great :)

rubenwardy wrote:I'm making a fork called Voxel Legends following my own visions, but I will be posting pull requests to rpgtest for most of my changes.

Thank you :)
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Sat Jul 09, 2016 09:00

UPDATE
  • added fence
  • added new way to display dialogs
  • fix mob crash bug (rubenwardy)
  • code cleanup (rubenwardy)


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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Wed Jul 13, 2016 17:13

UPDATE
Today I removed the whole class system an I added a new system instead.
It is really different to the class system.

SKILL SYSTEM
I called the new system skill system. You dont need to decide which class you want to play, you can play any combination. There are some different skills :
  • warrior
  • farmer
  • thief
  • miner
You can level up skills to use better skill specific tools/weapons/abilities.

ABILITIES
Abilities are the same thing as skills were before this update.
Last edited by cd2 on Wed Jul 13, 2016 17:57, edited 1 time in total.
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Wed Jul 13, 2016 17:56

rubenwardy wrote:Awesome! Good work

Thank you :)
Are you going to use this for VoxelLegends too?
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by rubenwardy » Wed Jul 13, 2016 21:59

Yes. I like the idea of allowing the playing to explore any skill, but making each skill have enough depth so that you need to focus on an area
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by asanetargoss » Sun Jul 17, 2016 19:48

I just played the latest version. There are some annoying things:

The crafting UI within the player inventory looks like it's an armor inventory. Please add something to distinguish the fact that it's used for crafting. (Even the text "Crafting" should suffice)

Enemies can hurt you without touching you.

Jungle logs can't be used in the Simple Hammer recipe.

/kit basic makes the Stone Axe nearly useless.

It's too hard to find stones in early game. I would recommend either making them more common, or adding a dig event to dirt that has a chance of giving the player stone instead of dirt if the player harvests dirt/grass with something other than a shovel. (Ideally check if tool_capabilities.groupcaps.crumbly == nil)

Having multiple starting options is great, but the early game for rpgtest needs refinement. I've forked the wiki and made some changes to the "Gameplay" section which clarifies some of the early-game progression. Github doesn't let me edit your rpgtest wiki or submit pull requests to it, so I would appreciate it if you could take a look:
https://github.com/asanetargoss/rpgtest/wiki/Gameplay

It's not perfect (and frankly it's still missing some things), but it offers the most painless way to progress. IMO kits should be removed once gameplay is improved, and then the wiki should be updated accordingly.
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by rubenwardy » Sun Jul 17, 2016 20:55

I personally dislike the idea of kits. Imo, the player should spawn in a village or somewhere where they can pick up some starting equipment. From there, they can do quests, trade, explore and complete dungeons in order to get new tools and items. For example, to get the farming kit they could do the first farming quest.
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by azekill_DIABLO » Mon Jul 18, 2016 07:54

rubenwardy wrote:I personally dislike the idea of kits. Imo, the player should spawn in a village or somewhere where they can pick up some starting equipment. From there, they can do quests, trade, explore and complete dungeons in order to get new tools and items. For example, to get the farming kit they could do the first farming quest.


yes, kits are a bit overused. If you have a kit basic, you don't need to craft much things.
 

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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

by cd2 » Tue Jul 19, 2016 16:30

asanetargoss wrote:I just played the latest version. There are some annoying things:

The crafting UI within the player inventory looks like it's an armor inventory. Please add something to distinguish the fact that it's used for crafting. (Even the text "Crafting" should suffice)

Enemies can hurt you without touching you.

Jungle logs can't be used in the Simple Hammer recipe.

/kit basic makes the Stone Axe nearly useless.

It's too hard to find stones in early game. I would recommend either making them more common, or adding a dig event to dirt that has a chance of giving the player stone instead of dirt if the player harvests dirt/grass with something other than a shovel. (Ideally check if tool_capabilities.groupcaps.crumbly == nil)

Having multiple starting options is great, but the early game for rpgtest needs refinement. I've forked the wiki and made some changes to the "Gameplay" section which clarifies some of the early-game progression. Github doesn't let me edit your rpgtest wiki or submit pull requests to it, so I would appreciate it if you could take a look:
https://github.com/asanetargoss/rpgtest/wiki/Gameplay

It's not perfect (and frankly it's still missing some things), but it offers the most painless way to progress. IMO kits should be removed once gameplay is improved, and then the wiki should be updated accordingly.



1. You are right. I will add that. (DONE)
2. DONE
3. I will fix that.
4. Good idea. (DONE)
5. I already decided to remove kits. (DONE)
Last edited by cd2 on Sun Jul 24, 2016 08:51, edited 2 times in total.
 

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