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New Multiplayer Game "MORPG Battle" #147451
08/11/07 20:40
08/11/07 20:40
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Hey there, this week I made a new multipalyer game.

Some information about the game:
- I programmed it within the last 5 days (!)
- Up to 4 players can join the game and choose 4 character classes (knight, archer, priest, wizard)
- effects for spells and abilities
- Counter attack, critical hits and miss possible
- automatic resurrection after some time for players after they "fainted"
- 6 different enemies that can attack and use skills/ spells (more to come)
- Enemies attack in waves which slowly raise the difficulty level
- Elemental weakness of enemies (like casting a healing spell on undead minoins to kill them).
- Lowest data transfer of all of my mp games, even with ~7 actor there are only ~0-70 Bytes (!) sent per second (outgoing traffic caused by programm code shown ingame).
- No update rate necessary since everything works automatically as it is on the server, only 1 update needed when someone joins the game.
- Nearly everything is done locally, there are only 1 to 5 skills (4 - 20 Byte) neccessary to control the actions of an actor every ~4 seconds.
- Sprites are taken from Diablo II and Namco VS Capcom.
- Camera rotates by touching the left or right side of the screen.
- Controlled by the mouse through buttons and clicking on enemies or their avatars.

Here's a YouTube Video about the Game in action.

Here's a picture of a battle scene of a knight and a wizard fighting a skeleton and a slime in the forest:



I hope you like it, greetings
ShoreVietam





Last edited by ShoreVietam; 08/11/07 22:10.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: New Multiplayer Game "MORPG Battle" [Re: ShoreVietam] #147452
08/11/07 21:37
08/11/07 21:37
Joined: Mar 2006
Posts: 237
Deutschland, NRW, Recklinghaus...
TSG_Christof Offline
Member
TSG_Christof  Offline
Member

Joined: Mar 2006
Posts: 237
Deutschland, NRW, Recklinghaus...
Sieht nett aus.

Re: New Multiplayer Game "MORPG Battle" [Re: TSG_Christof] #147453
08/12/07 00:00
08/12/07 00:00
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Amazing effort for 5 days!
Actually, amazing effort for 5 months or 5 years!

Re: New Multiplayer Game "MORPG Battle" [Re: fastlane69] #147454
08/12/07 00:01
08/12/07 00:01
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Reminds me a lot on Ragnarok online. However, this seems to be very promising. Are you going to take this to a professional sellable level?


Always learn from history, to be sure you make the same mistakes again...
Re: New Multiplayer Game "MORPG Battle" [Re: Uhrwerk] #147455
08/12/07 08:53
08/12/07 08:53
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Well this is actually an idea that I had asleep.
I woke up and thought "What a cool game idea!" and since I wanted to use those NXC Sprites in a game for a long time I combined both in one game.

The amazing thing about this game is, that I really have a low data transfer rate.
Of course this is partially caused by the kind of game system but there's a great idea behind it that allows me to calculate nearly everything locally depending on only a few command IDs or some further IDs for visual purpose like damage numbers or health bars.

There'll never ever be an "overjump" or actors that are being set a few quants aside and stuff like that since I simply do not need any position updates. (only one when someone joins the game, but it wouldn't be neccessary, too, I guess)

But to answer the question:
No I don't think I'll take it to a sellable level.
- I took the soundfile from everywhere
- I took Diablo II, NXC and Halo Zero Sprites
- It's just an "Arcade Run", but I plan to do leevl changes after a certain amout of enemy waves to other regions with other enemies.


Some additional information about the characters and their abilities:
The Knight Stahn (tank/ physical damage dealer):
- Move
- Attack
- Counter Attack
- Regenerate HP

The Archer Lenna (supporter/ physical damage dealer):
- Move
- Far-Distance Attack
- Far-Distance Counter Attack
- Regenerate HP
- Regenerate MP
- Increase magical/ physical defence spell (enemies/ players selectable)
- Increase agility (enemies/ players selectable)

The Priest Kim (supporter/ holy damage dealer):
- Move
- Attack
- Counter Attack
- Regenerate HP
- Regenerate MP
- Heal Spell (enemies/ players selectable; does heavy damage to undead minions)
- Light Spell (enemies selectable)

The Wizard Xia (elemental damage dealer):
- Move
- Attack
- Counter Attack
- Regenerate HP
- Regenerate MP
- Ice Spell (enemies selectable)
- Lightning Spell (enemies selectable)
- Earth Spell (enemies selectable)


Enemies have weaknesses to certain elements which allows the mage and the priest to do some extra damage when using the right spell.



Edit:

I just finished a "level change" to make the game more interesting.


Last edited by ShoreVietam; 08/12/07 10:04.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: New Multiplayer Game "MORPG Battle" [Re: ShoreVietam] #147456
08/12/07 10:16
08/12/07 10:16
Joined: Jul 2006
Posts: 511
Germany,NRW
KMS Offline
User
KMS  Offline
User

Joined: Jul 2006
Posts: 511
Germany,NRW
Realy,very nice!!!


You need full animated lowpoly-fishes?Look at
http://www.projekt-3d.de/pages/shop2pag.html
Re: New Multiplayer Game "MORPG Battle" [Re: ShoreVietam] #147457
08/12/07 10:17
08/12/07 10:17
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
This is just amazing work, I like the style !!
You're really great in making this kind of stuff ShoreVietam

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
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8 GB RAM DDR3
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Re: New Multiplayer Game "MORPG Battle" [Re: frazzle] #147458
08/12/07 14:56
08/12/07 14:56
Joined: Jul 2005
Posts: 421
Germany
DoC Offline
Senior Member
DoC  Offline
Senior Member

Joined: Jul 2005
Posts: 421
Germany
realy cool like all you made

Re: New Multiplayer Game "MORPG Battle" [Re: DoC] #147459
08/12/07 23:48
08/12/07 23:48
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Do you use entity skills for the data-transfer then, or Arrays?

Re: New Multiplayer Game "MORPG Battle" [Re: ShoreVietam] #147460
08/13/07 07:33
08/13/07 07:33
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
Quote:


The amazing thing about this game is, that I really have a low data transfer rate.
Of course this is partially caused by the kind of game system but there's a great idea behind it that allows me to calculate nearly everything locally depending on only a few command IDs or some further IDs for visual purpose like damage numbers or health bars.

There'll never ever be an "overjump" or actors that are being set a few quants aside and stuff like that since I simply do not need any position updates. (only one when someone joins the game, but it wouldn't be neccessary, too, I guess)





Would you please elaborate on your game mechanics and data transfer sheets. What data is being sent and updated between different systems, and are all the systems updating the player/enemy/npc synchronously. There seems to be some mischievious elements in your work around .


My Specialities Limited.
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