Minor Update:
I have posted a demo of the new interface HERE. This is a demo, and is not hooked into the game yet in any way. Many of the buttons don't do anything, and the ones that do just open up containers (chat window, inventory, map). Movement keys work (wasd). I haven't tested in opera, Safari or konquerer, so if anyone wants to test those, feedback on the boards would be welcome.
Minor Update:
I added 2 more starting towns. Well, the towns have been there all along, I just made it so different races actually start in different towns. Humans start in Shoenburg, Elves and Half-Elves start in Elomir Village, and Dwarves and Gnomes start in Craghaven. I'm planning on adding more starting towns in the future, but not until I get more of the busted stuff working.
Major update:
I have done some bug fixing and finally got rid of that stray IE bug!!!
Also new in this update is the ability to send private tells to other users. Simply use "/t player message" in the chat window
The third change is the largest: SOUND!
Yes, there is now sound in the game. Event based sounds such as hit and miss sounds, interface sounds and ambient environmental sounds.
There is even a very cool intro composed and performed specifically for the game by the very talented John Inman. John is an old friend of mine from High School, and it's very cool to have a piece of his work in the game. You can see just how talented he is by checking out his personal site, www.johninman.com or his MySpace.com page. You can listen to some of his diverse and extensive guitar work.
Thanks John!
Been away a while:
I've been away a while with real-world stuff, but I'm back working on the game. I've taken a lot of feedback and the next things on the slab are looting mobs, exp tweaks, higher level mobs and quests. Stay tuned for gamey goodness!
Also, I want to appologize to any caster players. I haven't been paying much attention to casters, but that's mostly because I've been dealing with game mechanics, not because I hate casters or anything :P
I'll be working on the spell system and bringing casters more inline with melee players in the near future. I'm still taking feedback on the forum, so if you have ideas, let me know.
Yet Another minor update:
changes:
Added experience bar to basic stats.
Added leveling
Another minor update:
changes:
Updated interface with basic stats.
Natural healing over time (hp, mana and stamina).
You actually use up stamina when attacking now.
Rest function to speed up healing time
Stay tuned...
Minor update:
I made a minor update today to add all the admin functions in. This won't affect normal players at all (except when an admin performs an action on a player).
I've had the admin functions done for a while, but haven't added them because on my test server, I almost never log in as an admin, so I kinda forgot they were there :)
If anyone experiences admin abuse, please let me know. All admin actions are logged, so I can double check.
Stay tuned...
More updates:
Players can now die. You must see a healer to get resurrected. I have added more of them in various healer's huts.
New player flags: AFK and CBT. These appear above your head when you have set yourself away or are currently engaged in combat. You can set yourself away by clicking the little AFK button below your name on the main interface.
Stay tuned...
I have some treats in the works this week. Things I'm currently working on:
Player death
PVP Duals and FFA Arenas
Location based triggers
Quests
I'm still working on the spell system and it may be a while before that gets completed. The same thing for looting. I'm still having problems with dupe items. I'm also working on fixing the mobs repopping outside the play area along the top border of the map. Until I get that fixed, you will be able to attack mobs as long as they are in your local map. Once I fix it, you will have to be within 1 tile of the mob to attack it.
It's starting to look like a real RPG :)
I added a new feature that changes your character icon based on the equipment you are wearing. There are 89,600 different combinations for this RPG. Some equipment doesn't show up yet (like robes) and it's not unique for every item, but it adds some variety.
When you first log into the game, your character will have a generic "Human Male" icon (this doesn't apply to new characters). Simply open your inventory and close it and your icon will be redrawn. Changing the equipment you are wearing will also change your icon, but the changes will only show up when you close your inventory.
There are male and female icons for all races, and most equipment will make some change in the appearance of your icon.
I will be adding more items as time permits.
Ok, the very basic combat is in. Right now, it's just a mob slaughter fest, since players can't die (yet). There is also no loot yet (still working out some problems with item duping when looting)
Later tonight I hope to have player death worked out. When that happens, you will need to go to a healer to get resurrected. I'll put more healers in the game before that, though.
I'm also going to be adding more mobs as time permits.
All the mobs are currently lvl 1, mainly because character leveling isn't implemented yet. Your character will still accumulate experience with each kill, there's just no way to increase your character's level yet.
Right now, all the mobs are on a 5 minute (approx) respawn timer. That means that about 5 minutes after they are killed, the corpse disappears and they respawn somewhere on the map. This will change for harder mobs, since i wouldn't want a lvl 50 Dragon respawning 5 mins after it's killed. That's too easy :)
I also reduced the visible range of mobs on the overhead map to about 14 tiles. I thought it was too easy when you could see all the mobs on the radar :)
you will also notice that the inventory and cast buttons are disabled in the combat screen. That's because those parts don't work yet. The inventory is meant to allow you to change equipment or use heal potions while fighting, but it's not recalculating stats properly yet when you change equipment. The casting just doesn't work at all yet.
Also bear in mind that the combat WILL nead adjusting. This is the first implementation, so I need feedback on whether it's too hard, too easy or even just too predictable.
Ok, the combat update has been delayed until tomorrow, sorry y'all. There are far too many things that I didn't take into account for me to release it now. I need a few more hours to work on getting things stable.
I'm back working on the RPG this week, and have a few things I plan on releasing by Friday (the 28th)
Player vs NPC combat
Fully working spell system
New start cities for the different races
and a few things I *may* get done:
PVP duals
Selling and Trading
Wider range mob movement
Mobs chasing players :)
I'm still working on the combat system for the RPG, but it's far too buggy to be added to the game right now. Here's a sneak peak of what it will look like: Combat Preview
I added a bulletin board system in the game. They are located currently in the 2 cities (Shoenburg and Craghaven) and more will be added as more cities and locations are added.
I added a password recovery function and also the ability to change your password manually.
Ok, I think I fixed the problem where you show up off the map when you change maps. I tested it for half an hour and couldn't get it to happen again. I'm going to be working on combat over the next few days, so things may break from time to time :)
Sorry for the lack of updates. My priority has been looking for a job. I have a few good leads and have a few calls to make tomorrow. Keep your fingers crossed for me. On Wednesday, I took, and passed my Zend Certification exam and I'm now a Zend Certified Engineer.
UPDATE Rewrote major portions of the movement and display engine. It's faster now, and it also cleaned up a bit of the "ghosting" effects, where you would occasionally see 2 icons for the same player on the overhead map. I think I may have killed the "entering to nothing" problem as well. Test it out and let me know.
Note: I seem to have introduced some syncing problems in this release. Tedjn and I have been testing and I will be working to clean out the bugs this evening. Keep your flinders crossed :)
UPDATE The game now has a few wandering mobs. There are only a couple right now, and only in Farnham Wilds and Windwillow Cemetary. One step closer to being able to kill stuff :)
NOTICE: There have been reports of people getting stuck in water or "nothing" areas after changing maps. If this happens to you, press the "e" key on your keyboard and you should be teleported to 15, 15 in Farnham Wilds. I haven't tracked down what is causing it, but when I do, it will be fixed.
If you like Strategy games, you should head over and take a look at Mercenary Lords. A nice simple web based strategy where you can command a Human, Orc or Undead army, form alliances, and generally wreak havoc on the surrounding countryside :) Mercenary Lords
The game has a name! Adia-Ond is the new name. It has a meaning, but I'll be damned if I tell :)
Major update: Item stats have been implemented. All inventories have been wiped. You can now equip and unequip items, and they effect your stats. Everyone has been given a lot of money (that still doesn't matter yet). There aren't a lot of items in the game right now, but that will change with time.
NOTE: The inventory screen has changed! If it looks odd to you, shift-refresh your browser and it should be fixed.
Characters now have base stats, and some classes have been fiddled with.
Fixed the browser refresh problem with the RPG that would throw some people way off the map and some other bug minor fixes.
2 major bug fixes: Chat and movement have been fixed. You can now destroy items in your inventory. Several small bug fixes as well. See the Forums for more info.
Buying has been implemented, though no money actually changes hands (since very few people actually have money). Items aren't usable yet, except for the default crap that you get when you create a character, and even that isn't really usable, it's just in the right place.
Been busy lately and haven't had much time to work on the game. Latest update includes mostly back end stuff. Hooks for inventory, equipment and money. There is also an inventory button now. For old characters, this will show no items. For new characters, there is some default equipment and money, but none of it is usable just yet. I think I fixed some wonkiness with the registration script as well. I think I fixed the problem with reloading the browser where it knocks you WAY off the map. Check it out and let me know.
Added forums. They can be accessed here: FORUMS
Character wipe is not needed at this time, though it may be needed in the future.
There will be a complete character wipe tomorrow afternoon (06.12.2005) to add in changes that are not compatible with current characters. Also still looking for an artist who can do character sprites.
Added a few Vendor inventories (still no shopping) and fixed the bug in the bug report.
Added a few Vendors and NPC's, but they only show dialog right now (no shopping)
Added night and day, dungeon visibility changes and fixed popping NPC's. RPG is looking more like an RPG.
Fixed the slow screen update introduced in last nights push. Added character displays to local map instead of the green arrow and purple donut.
Looking for a graphic artist who is good with character sprites. Please contact hitek@cox.net for more info.
Added Basic Characters, a few more zones, and a few new keyboard functions. You can now use the e key to enter/exit and type /q to quit back to the character screen. Cleaned up some problems with players getting stuck WAY OFF the map if they refreshed the browser.
message board coming soon.
Added more outdoor zones and implemented basic spawns. Combat is not in yet.
Added Registration system.