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Division Of Life


BeNjO
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Redone the entire targeting system [Thank Lex for helping :D]. If a player joins a map all players and npcs targets on that map are sent to all players. This means your client knows what npc has who targeted and which npc that Wizard has his target on. Means I can do some cool stuff like this:

![](http://puu.sh/iXlEP/fe54138aff.png)

Party's:

Party members are now rendered down the left hand side of the screen so you can keep track of party member's Health and Mana without having to keep the party window open.

![](http://puu.sh/iXo81/da85d94b6c.jpg)

You can now click each party member on the left to target them. You can also click your target's target to target them yourself. Will make raiding and pvp more fun!

![](http://212.227.254.174/Aim%20Test.gif)
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Some huge changes to the way the server handles the data for players and npcs. Before last night the server only shared information on the character you are playing, Now the server share details with all other players on the map to allow HP and MP to be pulled up when needed. I am hoping this will open many doors into spells and other features that will allow spells to reach to other players like Chain Lightening or Totem healing etc. I am currently looking at having items boost the following Skills:

Woodcutting,
Fishing,
Mining,
Crafting,
Archery.

Currently the prefix/suffix just boost normal stats and would like to have items boost Skills too so not everything is junk/fodder.

These new skills will be rolling out soon and the ingame world has finally started to be made! You start off on the edge of the land after being transported by boat. You will get your first quest on this map and it will take you deeper into the lands. If anyone if intrested in being apart of DOL and would like to help create the game world and have a Helper title and Cape then feel free to PM me. I am looking for a general ingame manager who can put together a external plan for how the world should be laid out etc. Big job to take on but your efforts will be rewarded :)

Thanks Lex for more of his fabulous work!
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Updates:

Added an item that allows a Guild Leader to change the random icon that is awarded to the guild on creation.

Fixed items been removed from your character on use if the equipment slot is already in use. It would equip the new item, but removed the item old, say weapon, from your character and it would be removed from the game.

New skills have been added,

+ Woodcutting
+ Mining
+ Fishing
+ Alchemy
+ Smithing
+ Cooking
+ Fletching
+ Crafting

Every time the skill is used, You gain X amount of experience. All Skills are displayed on the character screen in game. Stat points and skills are under the "Skills" part that's been added to the Character screen.

![](http://puu.sh/j1eQw/288150c468.jpg)

Needs adjusting slightly, but this is the main layout

Fixed an error with the password checking, Before the passwords didn't have to match on registering for the game.

HDD serial banning has been updated. It collects all hard drive serials and adds them to the account's data. On ban the IP and all HDD serials are added to the ban list and are blocked from connecting.

The mouse input for the main menu and new accounts has been adjusted. You can click anywhere in the input boxes to select it without a problem now.

The mouse input for switching between Skills, or Equipment has been adjusted. You can now click correctly to switch the information shown.

Clicking anywhere on the main game screen will pick items up from beneath the character.
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If anyone is interested in being apart of DOL and would like to help create the game world and have a Helper title and Cape then feel free to PM me. I am looking for a general in game manager who can put together an external plan for how the world should be laid out etc. Big job to take on but your efforts will be rewarded as you will become part of the game and have played a huge role. I have the coding aspects down can you provide the content?

![](http://puu.sh/j1U4F/43046d4cc4.jpg)
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  • 3 months later...
Might as well bump this, As I'm working on it in the off time.

![](http://puu.sh/kQrrf/a1e02c3fcf.jpg)

Complete customization on new character. Some hair styles don't fit,  Might actually remove the hair of 2-3 sprites and use them for starting sprites.

Fixes/Changes:

Fixed quest's (take/give item and abuse at completion)
Added player sprites rather than all sprite 1 or 2
Added character editor on new char
Fixed the pvp arena and its rewards
Npcs mechanics (teleport/leech/focus/spawn minions/stun)
Npcs spell casting + aoe on map
Item randomization fix
Added quest tracking + saving client side
Fixed minion spawning (minions spawned on server load)
Fixed issue with bosses (always a boss error if npc wasnt a boss)
Fixed issue with client crash on compiled with questtracker checks

Quick run down, Bosses (Any NPC can, But choosing to have bosses/raids only) can now target the floor and cast spells on any tile on the map. This means raids are actually a design rather than an oversized sprite casting a spell on its target player whilst meleeing.

![](http://puu.sh/kQrlX/4fc762fac9.jpg)
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https://youtu.be/tW9NGKQ_7V8

Explanation:
The 3 upward animations on the map are a spell cast by the NPC and hurt anyone in the AoE range of the spell. You will see I loose 100 Health when close to one. The boss can Teleport to a player (Or a random party member), Pull player (or random party member) to the boss, Steal Health from current Target, Steal Mana from current Target, Spawn Minions at a random X,Y surrounding the NPC (or player) and auto target the Bosses Target, Focus that adds 50 Threat to the current target's threat towards to the boss (Think Aggro), Target party member with the Least amount of Health, Stun a random party member (Or single player). All these have their own animations and can be used once or every X seconds by any NPC.

Stuff to fix:
Flashing Buff Icon
"Select Target" in chat when using an AoE
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https://www.youtube.com/watch?v=t7LgOIDsOOg

Very basic at the moment, You choose an item from your inventory, then click enhance, if successful your items gain +1 all stats the item has. If it fails you loose -1 level. A very simple system at the moment with chance increasing items and item cost (aswell as gold cost) for higher levels coming soon.

**I just threw these in, would need to be changed at some point**
From level 0 to 2 it costs 10 gold + enhancement level * 300 with a chance rate of 75%
From level 3 to 5 it costs 20 gold + enhancement level * 600 with a chance rate of 50%
From level 6 to 8 it costs 30 gold + enhancement level * 900 with a chance rate of 25%
From level 9 to 10 it costs 30 gold + enhancement level * 900 with a chance rate of 15%

The plan is to have it cost Gold and another item (Example: Rune) after level 5 to slow stuff down as gold is always easy to get in games. The chance boosting item will be taken from the inventory when "Use [Item Name Here]" is clicked and the Enhancement is attempted. Thus creating crafting/recipes and a slight economy around skilling up.

Fixed a bug that allowed me to switch items in inventory and switch an item's enhancement level for a the previous item's enhancement.
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https://www.youtube.com/watch?v=VxlMJiL__Cw

Decided to waste some more time redoing the GUI. Basically its 1 36x36 tile that's used to create shapes. This saves on loads of pictures being loaded and lots of images in the GUI folder. Still has some tweaking and need to remove all the actual GUI pictures i have like Quest Log, Titles etc and make them rendered from the same tile.

Also going to add optional GUI since its just a 36x36 tile should make this process easier without folders upon folders of GUI files.
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  • 7 months later...
After thinking about this for a few months, Joining up with new guys to help out here and there and taking a break from Unity I have decided to finish this project and release it as a game.

Fixes:

Enhancement properties on an item follow through trading now.
Talent system can now award Spells.
Enhancement properties now show in Hotbar.
Dropping items on a map no longer resets them.

Heres the new Enhancement UI:

![](http://puu.sh/pHQVR/bcbbc1ad69.jpg)

Chance/cost are calculated both server and client. Server's checks are for security where as the simple math is done client side to provide the user with a cost/chance/true/false block of information.
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Thanks Agora and Nello,

About the GUI, It's all changeable, you can see it on the video above. It took a lot of work but I think it makes the game feel better when you can adjust little things to your own liking. I also updated this so you can change 3 sets of UI elements, See below :)

![](http://puu.sh/pHfn0/ae7a79b283.jpg)

Bug fixes:

Noticed Enhancement Levels were lost when depositing the item in a bank,
Enhancement Levels were displayed wrong in the auction house,
Fixed Prefix and Suffix's wrongly displayed in the auction house,
Buyout price is now correctly sent to the server,
Enhancement Yes/No checks changed and working correctly,
Hotbar now displays Enhancement Levels and Prefix/Suffix,
Hotbar now shows #/# and Max Rank on spells,
Only Equitable Items can be enhanced,
Placing an Enhanced Item in the trade window then removing it no longer resets the item,
Equipping and item whilst using the item in Enhancement Window no longer crashes,
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Please, just please, fix that alignment, I cry everytim.
And what's with the weird font glitches ?
![](https://s31.postimg.org/d5x1yjk8r/gui.png)

PS: Games nowadays have at least 2 volume controls (BGM + SFX), maybe think a bit about that :o
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This was on my to-do list but since you pointed it out (and was easier than what I had planned) I decided to change it up a bit. Still adjusting to get them to match up:

![](http://puu.sh/pIW5s/b1718976a4.jpg)

Adding the extra volume just for SFX would be neat but not in my plans at the moment.
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Yeah I edited my post before you replied xD. Some more of the ingame world has been done and having Matthew do some really cool external programs :).

Fixes:
Fixed an issue where item's Enhancement Level would transfer to another item with the same ItemNum,
Main Auction window now hides whilst buying instead of blocking view,
Prevented Buy function on empty auction slots,
Backspace now works to remove text from Add Auction input fields,
Added 'Back' options on Bid/Buy and Add Item on the auction house,
Fixed Target leaving map with Right Click menu showing,
Fixed no sprite on New Character until you press either of the sex buttons,
No longer walk / cast spells when typing in Auction House,
Auction House now has a 'Exit' button lower right,
Add Item in Auction House moved further left,

Excuse the weird looking GUI:

![](http://puu.sh/pKdNu/1933647f21.jpg)

Yes the power of 2 font thing is on here, tough for now xD
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