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Aureus Online


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![](http://aureus-online.net/media/netgore/banner.png)

We are in desperate need of someone who can to help us create the engine for our game Aureus Online. It will feature all custom GFX pixeled by our very talented artists. The only thing we lack is a programmer with knowledge to code.

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![](http://aureus-online.net/media/netgore/4.png)

Some art featured in Aureus Online:

[http://aureus-online…a/netgore/1.png](http://aureus-online.net/media/netgore/1.png)

[http://aureus-online…a/netgore/2.png](http://aureus-online.net/media/netgore/2.png)

[http://aureus-online…a/netgore/3.png](http://aureus-online.net/media/netgore/3.png)

[http://aureus-online…a/netgore/4.png](http://aureus-online.net/media/netgore/4.png)

[http://aureus-online…a/netgore/5.png](http://aureus-online.net/media/netgore/5.png)

[http://aureus-online…a/netgore/6.png](http://aureus-online.net/media/netgore/6.png)

[http://aureus-online…a/netgore/7.png](http://aureus-online.net/media/netgore/7.png)

[http://aureus-online…a/netgore/8.png](http://aureus-online.net/media/netgore/8.png)

[http://aureus-online…a/netgore/9.png](http://aureus-online.net/media/netgore/9.png)

[http://aureus-online…/netgore/10.gif](http://aureus-online.net/media/netgore/10.gif)

[http://aureus-online…/netgore/11.png](http://aureus-online.net/media/netgore/11.png)

[http://aureus-online…/netgore/12.png](http://aureus-online.net/media/netgore/12.png)

[http://aureus-online…/netgore/13.png](http://aureus-online.net/media/netgore/13.png)

[http://aureus-online…/netgore/14.png](http://aureus-online.net/media/netgore/14.png)

[http://aureus-online…/netgore/15.png](http://aureus-online.net/media/netgore/15.png)

[http://aureus-online…/netgore/16.png](http://aureus-online.net/media/netgore/16.png)

And more…

![](http://aureus-online.net/media/netgore/gui.png)

Game GUI: [http://aureus-online…netgore/gui.rar](http://aureus-online.net/media/netgore/gui.rar)

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![](http://aureus-online.net/media/netgore/7.png)

If you are interested in helping below is a developers document we had written with what we intended the game engine to provide.

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Aureus Online Dev. Document

The Basics

The game will be an Isometric 4 directional MMO.

Screen resolution should be 800x600 with optional fullscreen.

The game will use arrow keys to navigate with [ctrl] to land a basic melee hit.

Also nice mouse pathfinding would be nice with single click to navigate and double to lockon.

A method of making the games files (graphics/sounds) unreadable to the public for protection and security is very necessary.

Item Mall

An ingame market using a special currency, purchasable using realworld currency or events ingame. This would include items ranging from reset/name change tickets, novelty items that overlap current items worn; though not alter stats, to special pets and mounts only aquired through the item mall.

An idea for such a pet is an auto healing pet that you enable to carry potions, and will then use one on the player once their health gets below a set amount(player adjusted).

Simple payment methods would be necessary, especially paypal.

Editors

An easy to use map editor along with an item, class, npc/monster and spell editor is necessary.

In client would be preferable but separate program wouldn't be an issue.

Sprite Sheets

All sheets (excluding those of the basic sprite/equipment) are required to be size customizable, varying on the size of the images needed.

The basic character sheet will be 128hx96w, the number of frames is still up in the air.

All equipment frame sizes are undecided.

INSERT EXAMPLES HERE

Experience

The ability to have a balanced experience gain. An example is that a level 1 monster would give 100% of set experience to a player up to level 10, and would decrease by a certain % every level beyond that point.

Timers/Cooldowns/Conditions

This is for conditions such as Stun, Poison, Slowdown with set lengths and effectiveness. Available to players as well as certain npc's.

Item Requirements/Upgrading

Certain items will need to be class as well as level specific to be worn by a player.

A system for socketing items with addons, causing additions to stats and causing visual specialties (glowing/particles) would be widely appreciated.

Also most items should have to ability to have a unique set of stats. Eg, a Greatswords damage is a randomly chosen number between 80 and 100\. Therefore you can have a Greatsword thats damage is 83 and anothers that is 97.

The ability to view the stats of items in your inventory/paperdoll/shops is necessary.

Quest System

A basic quest system is required. Kill set amount of monsters, bring items to certain npc's and places, reach a certain level, etc.

Repeatable quests like daily, weekly would be nice, giving special items like item mall currency or rarities.

Ways of Navigation

Being able to get around the game in multiple ways should be emphasized.

Walking, of course would be the main way to travel.

Running could be a useful addition.

Mounts (rideable npc's) to be able to move quickly across the lands. Negotiable whether being able to attack from this position.

Real time player sailing. We would like player sailing, so once you go to the docks. You can talk to the sailing vender and he/she will take a fee.Once done you will change your sprite into a boat and be warped to the water. Here you will be able to sail to other islands around the world.

Battle System

There will be 3 variations of attack per combat type, making the game less basic 'slash slash slash slash'. Each variation will have its own speed and damage inflicted, happening in a random sequence:

Melee

Quick Slash: 125% speed, 75% damage, 30% of happening. Low damage but very fast.

Slash: 100% speed, 100% damage, 50% chance of happening. The basic hit.

Heavy Swing: 75% speed, 125% damage, 20% chance of happening. Stronger but slow hit.

Ranged

Quickdraw: 125% speed, 75% damage, 30% of happening. Low damage but very fast.

Basic Shot: 100% speed, 100% damage, 50% chance of happening. The basic hit.

Precise Shot: 75% speed, 125% damage, 20% chance of happening. Stronger but slow hit.

The chance of happening varies by the equipped weapons weight. Eg. A Greatsword weighs 45lbs, which would make its chances of happening 20 fast / 30 normal / 50 slow, while a Butter Knife weighs .05lbs, which gives is the standard 30 fast / 50 normal / 20 slow.

Classes

There are three basic classes. Each of them have 2 subclasses that follow very different routes in gameplay.

Warrior: Melee combat specialists.

Ranger: Distanced hunters gifted with accuracy.

Mage: Spellcasters.

Sub Classes

Each sub class has its own types of weapons and armors, along with 2 possible auras.

From Warrior

Soldier: With quick reflexes and perfect hand eye coordination, soldiers hack their enemies away. Known for their professional Short Sword and Spear handling they are a force to be recon with, especially in numbers.

Auras

Speed Aura: Grant all nearby allies with a small increase in movement speed. The speed increase rate starts at 5% and grows stronger with your aura level.

Slow Aura: A slow aura cuts down the movement speed of all enemy npc's within a set radius. The reduction starts at -5% and grows stronger with your aura level.

Paladin: What they lack in speed they make up for in defense. These walking tanks can take a hard hit like a feather and smash back making you fly 10 feet back.

Auras

Damage Aura: Grant all nearby allies with a small increase in damage. The damage increase rate starts at 5% and grows stronger with your aura level.

Quake Aura: Rumbling the ground around you at random intervals, this disables all nearby npc's for a very brief time and also has a small chance of doing some damage. The random time between quakes starts at 30-120 seconds, the disablings duration starts at .03/seconds and has a 10% chance to hurt each enemy effected. All grow stronger with your aura level.

From Ranger

Hunter: With unsurpassed skill with a bow, they can take an apple off your head from 100 feet away blindfolded.

Auras

Speed Aura: Grant all nearby allies with a small increase in movement speed. The speed increase rate starts at 5% and grows stronger with your aura level.

Slow Aura: A slow aura cuts down the movement speed of all enemy npc's within a set radius. The reduction starts at -5% and grows stronger with your aura level.

Gunner: Triggerhappy riflebearers.

Auras

Damage Aura: Grant all nearby allies with a small increase in damage. The damage increase rate starts at 5% and grows stronger with your aura level.

Quake Aura: Rumbling the ground around you at random intervals, this disables all nearby npc's for a very brief time and also has a small chance of doing some damage. The random time between quakes starts at 30-120 seconds, the disablings duration starts at .03/seconds and has a 10% chance to hurt each enemy effected. All grow stronger with your aura level.

From Mage

Priest: Holy spirits engulf these idles. With a talent for healing and light spells, a great asset to a party.

Auras

Healing Aura: Grace all nearby allies with a small amount of hp at a steady rate. The healing rate starts as 1HP per 10 seconds, time between shortens with your aura level.

Defense Aura: Grant all nearby allies with a small increase in defense. The defense addition starts as 1HP per 10 seconds, time between shortens with your aura level.

Darklord: Demonic spellcasters, focus on damage and shear annihilation of all foes.

Auras

Damage Aura: Grant all nearby allies with a small increase in damage. The damage increase rate starts at 5% and grows stronger with your aura level.

Death Aura: Slow widdle down the life of nearby enemies. The damage dealt starts at -1HP per 10 seconds, time between shortens with your aura level.
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> Endless Online private server.

Not even close… the Alpha was made with Endless Online with our own GFX. However we are trying to find a programmer now that we have enough art for our own engine. You should not assume what you do not know...

None of the art I showed from the screenshots are part of Endless Online. It is all custom art made by us, no one else.
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> Not even close… the Alpha was made with Endless Online with our own GFX. However we are trying to find a programmer now that we have enough art for our own engine. You should not assume what you do not know...
>
> None of the art I showed from the screenshots are part of Endless Online. It is all custom art made by us, no one else.

I never said it wasnt your art. It is. But the video shows EO private server gameplay.
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Ah well I thought you were claiming that the entire topic was us using an endless private server. The video is old, and only us testing. There are no ISO game engines already ready for use so we had to use EO. We prefer to have a custom engine and use our art within it. We just lack someone with the knowledge to code it for us.
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The proportions in the later screenshots of the characters:environment are awful. The endless-online stuff looks good though, but drastically familiar to another endless-online inspired private server I saw a few years ago. Some portions of the sprites are almost identical too, like the arms and legs. Shame, because with that talent it could really make some great original artwork and sprites. There's a lot of inconsistencies with the screenshots and art, but some of it is really good, particularly the weapons and armor paperdoll.
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> The proportions in the later screenshots of the characters:environment are awful. The endless-online stuff looks good though, but drastically familiar to another endless-online inspired private server I saw a few years ago. Some portions of the sprites are almost identical too, like the arms and legs. Shame, because with that talent it could really make some great original artwork and sprites. There's a lot of inconsistencies with the screenshots and art, but some of it is really good, particularly the weapons and armor paperdoll.

Well a lot of it is scratched ideas and or re done character sprites. We had to keep making changes since the dimensions we were able to use kept changing. As for the inspiration from another Private Server your probably thinking of Fallen Evolution. And that is because a lot of the art made for that server is made by us, and we get paid for it. Aside from that, we are still looking for someone who is willing to code for us.
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> These graphics are from Fallen Evolution..

Read his recent post-

> Well a lot of it is scratched ideas and or re done character sprites. We had to keep making changes since the dimensions we were able to use kept changing. As for the inspiration from another Private Server your probably thinking of Fallen Evolution. And that is because a lot of the art made for that server is made by us, and we get paid for it. Aside from that, we are still looking for someone who is willing to code for us.
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