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Paradiso Online


AnonyDesigns
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Hey everyone, below is an index to guide you through the post. I'd like to start off though by saying that this project was started in 2008 in Xtremeworlds, then paused for a long time. The project is now being rebooted and worked hard on. The project is being finished in Xtremeworlds, but I, as project director, would LOVE, to convert to Eclipse, but am unsure how, and what all that would take. If anyone has information that they can share to convert this project, or make a parallel system, (server on Xtremeworlds and an Eclipse server) please let me know in this thread.

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1:Index

(1) - Index

(2) - General Information

(3) - Staff

(4) - Features

(5) - WIP

(6) - Game Progress

(7) - Lore

(8) - Music

(9) - Items

(10) - Screen Shots

(11) -FREE DOWNLOADS

(12) - HIRING

(13) - Coming Soon

(14) - Closing

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2:General Information

The name of the game is Paradiso Online, which is derived from the name of the main continent of the small planet that the game will take place on. Every bit of Paradiso will be explorable, from the coast that wraps the whole island, to the wooded forests, the harsh desert, and the snowy tundra. Release date for the entire game is October 1st, a beta release date may be announced sooner.

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3:Staff

Project Director - Tim Palatucci(Anon)

Lore Master - Jeff Curley

Music Director - Gabriel Lochtefeld

Coding Assistance - ShadowLife

General Assistance - Berlin

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4:Features

100% Custom Tilesets

100% Custom GUI

100% Custom Items

Full Original Soundtrack and Sound Effects

Full Background Lore

Guilds

PVP Arena

Bi-Weekly DOUBLE XP

Top 15 Ranked Players

Player Bounty

Fishing

Mining

Crafting

Bosses

Rare Item Drops

Instances to Explore

and more!

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5:Work in Progress

Currently in development by Tim Palatucci is the Tileset and Items, along with some free download items.

Currently in development by Gabriel Lochtefeld is music for the Original Soundtrack

Currently in development by Jeff Curley is background lore for the island of Paradiso

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6:Game Progress

In Game

Mapping: 80%

Scripting: 90%

Items: 50%

Quests: 10%

NCS: 60%

Spells: 20%

Out of Game

Tileset: 75%

Weapons: 80%

Spells: 0%

Armor: 0%

Consumables: 20%

Sound Track: 10%

Sound Effects: 0%

Lore: 10%

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7:Lore

History of Paradiso

In The Beginning

Paradiso is the main continent on a small planet crafted by the gods. The gods, in an attempt to create the perfect paradise, a land without conflict or sin, gave life to this small planet, in a variety of different races of humans and animals. All seemed as if it were going according to plan when one day, out of nowhere, a reptillian, humanoid race, of unknown origins stumbled upon Paradiso. Little did the intended, created inhabitants know that these unknown creatures were previous experiments of their gods. These reptilian creatures, did not show up empty handed, for with them, came sin.

The Mid-Early Years

The reptillian, humanoids that appeared, now known as the ___________, began to lay siege to the inhabitants of Paradiso Island. Being a peaceful people, at first the inhabitants were not ready for such warfare, and cried to their gods in repentance and pleaded for assistance. At first the gods sent courage, and the ideas of warfare and defense to the inhabitants, but soon after realized that their attempt at creating perfection, had yet again, failed. The gods then quickly just stopped assisting, and just watched, learning from their mistakes, but not turning their back on the world. The inhabitants, now with the courage and knowledge to fight, grouped together in what is now the main city of the land, known as The Hub. The war has slowed down, and come to a stalemate, but there is still conflict between the inhabitants and the __________, and there is still sin across the land.

Current Day

The armies of the inhabitants have withdrawn to the city limits, recognizing the imminent stalemate, and are now just defending The Hub. In recent days however, the random attacks by the ___________ have picked up, and various other sins have been popping up across the lands. The city and religious leaders, in an attempt to gain favor in the eyes of the gods again, started to hire heros and adventurers to banish the sin from their once peaceful land. This is where your journey begins.

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8:Music

Here is one of the first drafts for a "Spooky Mine/Dungeon" done by our musician Gabriel Lochtefeld.

[http://snd.sc/RaEyo7](http://snd.sc/RaEyo7)

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9:Items

Currently Completed are 150 weapons, custom pixeling done by Tim Palatucci.

10 different melee weapons include:

Knife, Sword, Hammer, Axe, Scythe, Trident, Double-Tip Staff, Tomahawk, Broadsword, and Maul.

5 different ranged weapons include: Bow, Slingshot, Four-sided Boomerang, Throwing Knife, and Wand.

![](http://i148.photobucket.com/albums/s36/timiscool92/CUSTOMWEAPONS.jpg)

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10:Screen Shots

Currently there are no in game screen shots, the custom tileset is not quite finished, and the maps are not yet converted. Here is a small snippet created by Tim Palatucci showing off some of the tiles that will be seen in the game.

![](http://i148.photobucket.com/albums/s36/timiscool92/LOGO1.jpg)

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11:FREE DOWNLOADS

Free EarlyDev Wallpaper - [https://dl.dropbox.c…/Wallpaper1.bmp](https://dl.dropbox.com/u/42943683/Wallpaper1.bmp)

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12:HIRING

We are always accepting applications for any position, it is not a guarantee that a job will be given, and all applicants must know that this IS NOT PAID WORK. All interested applicants must fill out the form below and attach any, preferably their best, portfolio pieces. Also any and all applicants must agree to be able to work according to the style of the game.

Name:

Age:

Position Desired:

Talent:

Previous Work:

Reason for wanting position:

Email:

Skype:

Cell Phone:

{ATTACH PORTFOLIO WORK}

All given information will be kept confidential.

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13:Coming Soon

Coming soon in the next post update:

In Game Screen Shots

GUI Screen Shots

More feature descriptions

More Lore information

More Item Information

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14:Closing

On behalf of the Game Development Team at AnonyDesign we'd like to thank you for taking the time to read through this post. Any and all questions or comments can be posted here, or directed to Tim Palatucci @ [email protected].

Stay tuned for frequent updates and additions.

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I used xtremeworlds back when I learned about sonic arena 2 which is now shut down ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png) anyway my suggestion is keep the game in xworlds the first 4-12 months than during that time start remaking tile sets, sprites etc and once you've remade it in eclipse announce a beta after a month start the game up for everyone and close down the xtremeworlds version PS I would love to play this even if it's in xtremeworlds
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Glad to hear it. What I plan on doing is finishing up a complete version in XW, and then just start making it in eclipse, my biggest problem is i'm not sure how to access the scripting part of Eclipse, (I think I need VB6 but idk) i'd need a lot of help on the coding part.
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There is no scripting in Eclipse, but since SadScript(as most people call it) is ACTUALLY just VBScript, a watered down version of VB6 it really isn't that hard to switch between the two. You just get a whole lot more functionality.
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Would I have to download/purchase VB6? I am willing to learn and eventually convert and create the necessary graphics to the Eclipse Engine, I firmly believe this is a much better engine and community. I will most likely start a WIP thread in the next few weeks, and start reading up the tutorials to learn. (I am currently in the middle of a move with my pregnant wife, so I am a little busy) Any and all help explaining/teaching me the basics of this engine would be much appreciated,

skype - anonydesigns
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Weapons are boring and few. Although it's an easier job to make few weapon types but have many recolors, it's boring and unpleasing for the players. A player who wishes to use daggers for example, only gets one variety, but instead an additional 9 recolors. Players want design and variety. Different shapes and sizes of daggers. Another bad design choice which I see in games is strict-level requirement gaps for weapons, such as each weapon becoming available to the player when they level up an additional 2 levels, or increasing their strength the same. Give players more variety if possible, each level should open up numerous new gameplay.
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> Most things with Eclipse require VB6, except for the event system, which provides limited functionality but it useful for smaller tasks (such as the ones you would usually used scripting for).

Would stuff explaining this be in the tutorial section? Or would it be better to ask someone directly?

> Weapons are boring and few. Although it's an easier job to make few weapon types but have many recolors, it's boring and unpleasing for the players… ...Give players more variety if possible, each level should open up numerous new gameplay.

noted, thanks for the input.
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