Final Saga Mud
#1
Posted 29 August 2012 - 05:57 AM
Without the knowledge of programming to create my own stand-alone client I couldn't make my dream possible. So I learned as much as I can and now I'm at the point where I have a game, almost fully functioning to the point where I can start building my own dream world inside a MUD environment.
This is all just a bit of fun, I've been working on this on and off over the passed 3 years without any serious intent but to fulfil a dream. This isn't a game advertisement but rather a "blog" so to speak, of the progress I make with the game.
You may have seen this before:
That's how far I got up to until my hard drive failed and I lost mostly everything. Luckily I'd uploaded the source code to the internet and was able to download it and continue from that.
Just recently I'd got player/npc/item portraits working, but a couple bugs have appeared and I'm now in the process of trying to fix them up when I can.
The game itself at this time is fairly standard, but I have been working on a quest system for a while now which I think is a great feature to have, as it allows players to play the game solo, instead of relying on the server to have several players online to interact with.
More updates soon.
#2
Posted 21 May 2014 - 10:21 AM
Ok so it's been a long long time since I updated this. I've actually been doing a fair amount of work recently and fixed a major bug. Unfortunately when I backed up the source code to the web I didn't back up the interface so I'm gunna have to re-do it.
I've merged all the lists into one now which is great, and I'm just about to start doing a graphical room list instead of a list box with text.
#3
Posted 22 May 2014 - 03:49 AM
Graphical room list is now working. It looks amazing and is fully functional.
#4
Posted 23 May 2014 - 06:10 AM
Time to revamp and fix the character creator!
For some reason it's producing an error on the server if you cancel half way through, and the error links to something which has no relation to character creation what so ever. I had it set up so that it connects to the server during character creation, this is because the stat roller is handled completely server side, and it also checks if the character name is taken before you go to the next step. So that's the first thing that I will need to fix before I go any further.
I want Final Saga to include more roleplay elements than Nightmist does. So I want to add a section where you can customise your characters appearance for when other players look over you. Although the player avatars will be limited, they are there purely for the purpose of the graphical room list for when interacting with players, and will not portray the appearance of your character, although custom character avatars will be something available in the future.
The stat points will be similar to Nightmist in terms of having a roller, but extra stat points will be assigned to any stat during character creation. There will be the ability to adjust these stats for a price during game play, and extra stat points may be rewarded for completing certain quests in the game, which will ultimately develop a more unique character as you progress.
As you can see from the image we have classes and races, each with their own advantages. We have a terrain system in the game also which will give certain bonuses or disadvantages depending on which terrain type you are on, such as increased speed, or spell/skill bonus. The idea is to create a massive diversity between players in their abilities, so that no single player is evenly matched with another, bringing it down to how you have developed your character, where you are in the game and which class/race combination you have chosen.
#5
Posted 28 May 2014 - 04:38 AM
Ok so I decided I was in the mood to do some photoshop work tonight so I remade the original interface, with a few minor differences. I will make some bars for the HP/MP/XP and so on later. For now, it looks really nice and works perfect. The same design will be done for the main menu and character screen and other windows.
As you can see, normal players have black names, NPCs have red, and items have green. As players, npcs, and items have been merged into the same box, I had some free space so decided to put the navigation buttons on the main screen. I will be doing custom button graphics for this also.
#6
Posted 28 May 2014 - 09:25 PM
Looks good any idea when it might be playable?
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#7
Posted 28 May 2014 - 10:22 PM
I have no set date when it will be released. I work on it if and when I feel like it. At some point though, I will be recruiting a small team of people to help me work on some equipment and monsters, and balance the first area of the game up to level 10.
#8
Posted 29 May 2014 - 04:22 AM
Ok guys, decided I would start on moveable NPCs today. This is a massive feature update so I made sure to back up first haha. This includes a ton of changes to the NPC system, and room system. So far I've managed to get all the movement working perfectly, but I now need to add new data to the NPC type, called an Index.
The old system basically checked if the NPC existed in that room (For when the NPC dies), if not, it respawns it depending on the respawn time. When an NPC moves, it is no longer in that room, so I had to change the code that checks that. Every NPC in a room, has a value assigned to it called a Room NPC Number. But that won't work with this specific movement system, so now every single NPC that is spawned, needs to have a unique Index number. If this NPC dies, it is respawned in it's original room.
The Room NPC gets it's data from the main NPC data when it respawns. At the minute, individual Room NPCs don't have their own settings on if they are moveable or not. Say for example we make a new NPC called Snake. This NPC has a Moveable setting, either On or Off. If it's On, every single Snake in the game will be moveable. So if you wanted a specific Snake in the game to not be moveable, it would be impossible. So I'll be updating that soon so that each individual NPCs settings can be changed.
It's a complicated system, but it'll be worth it in the end, as it makes the game much more realistic.
#9
Posted 29 May 2014 - 11:22 AM
Ok guys, decided I would start on moveable NPCs today. This is a massive feature update so I made sure to back up first haha. This includes a ton of changes to the NPC system, and room system. So far I've managed to get all the movement working perfectly, but I now need to add new data to the NPC type, called an Index.
The old system basically checked if the NPC existed in that room (For when the NPC dies), if not, it respawns it depending on the respawn time. When an NPC moves, it is no longer in that room, so I had to change the code that checks that. Every NPC in a room, has a value assigned to it called a Room NPC Number. But that won't work with this specific movement system, so now every single NPC that is spawned, needs to have a unique Index number. If this NPC dies, it is respawned in it's original room.
The Room NPC gets it's data from the main NPC data when it respawns. At the minute, individual Room NPCs don't have their own settings on if they are moveable or not. Say for example we make a new NPC called Snake. This NPC has a Moveable setting, either On or Off. If it's On, every single Snake in the game will be moveable. So if you wanted a specific Snake in the game to not be moveable, it would be impossible. So I'll be updating that soon so that each individual NPCs settings can be changed.
It's a complicated system, but it'll be worth it in the end, as it makes the game much more realistic.
Sounds like fun stuff! Sounds like a good solution although I am not sure I would focus on moving npcs until I had everything basic done (then again I dont know what all you have done). So do these npcs just keep roaming or do you set a path for them? What happens if they get to close to a town if they are just free roam?
When I am developing things somewhat turn into a trial and error mess but thats always fun too.
This gets me excited because I am actually planning on building a rok/nightmist like ipad game. The front end was completed in my current game so that shouldnt be too bad but Ive never messed with backend stuff besides simple chatrooms so thats scary atm.
Edited by Element, 29 May 2014 - 11:29 AM.
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#10
Posted 30 May 2014 - 08:06 AM
Wouldn't it be better to start small; get a working version and let people start playing? Nightmist started with an extremely small world in which john and simon continued to work on. Even if the world is only like 80 squares with 1 pub and 1 store, I'm pretty sure people would hop on and be fine even killing only 1 mob. I would thinking walking NPC's would be a later addition. And with the frustrations of rolling that people have had, and the type of restrictions it put on the game, wouldn't it be more interesting if each race had set stats, then players could add to those stats? Like a humans base stats are 18 18 18 18 18 18, you get say 12 points to put into those stats, but can't raise any single stat above 22? could be a bit more interesting in allowing people to diversify their stats for different classes, then maybe every 5 or 10 levels you might get another point. OR maybe you can have base race stats, like say a human is 15 15 15 15 15 15 and being a certain class adds points, like being a thief might give you +3 +0 +5 +2 +3 -2. I mean, just an idea, rollers suck.
ScarletMuse 03/2/2005 11:20am
#11
Posted 30 May 2014 - 10:19 AM
There is already a whole area mapped out with over 600 rooms, including 2 towns. Due to my hard drive failure I lost the digital copy of the map, but here it is on paper...
In regards to the stats, that's exactly how I have it. But you have to roll your own base stats and add to them later. So unlike Nightmist, it's not as important to roll the best stats you can, as over time you'll be able to add to them anyway. It's simply to determine how your character will start off.
Although, I do like the idea about different classes giving you different points, that could be interesting.
In regards to NPCs roaming, the way I'll have it set, is that each room will have a setting, that will say which directions the NPC can roam. So if the start of a town is South, that option will be ticked off, and the NPC will not be able to roam south.
Edited by Zelimos, 30 May 2014 - 10:21 AM.
#12
Posted 30 May 2014 - 10:59 AM
Wouldn't it be better to start small; get a working version and let people start playing? Nightmist started with an extremely small world in which john and simon continued to work on. Even if the world is only like 80 squares with 1 pub and 1 store, I'm pretty sure people would hop on and be fine even killing only 1 mob. I would thinking walking NPC's would be a later addition. And with the frustrations of rolling that people have had, and the type of restrictions it put on the game, wouldn't it be more interesting if each race had set stats, then players could add to those stats? Like a humans base stats are 18 18 18 18 18 18, you get say 12 points to put into those stats, but can't raise any single stat above 22? could be a bit more interesting in allowing people to diversify their stats for different classes, then maybe every 5 or 10 levels you might get another point. OR maybe you can have base race stats, like say a human is 15 15 15 15 15 15 and being a certain class adds points, like being a thief might give you +3 +0 +5 +2 +3 -2. I mean, just an idea, rollers suck.
Yea thats how I would start (basically a chat room you can walk around in, shop and attack in.) and am starting but looks like he is pretty far along in the game.
@Zelimos
You mind if I ask you what technologies you are using front and back end.
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#13
Posted 31 May 2014 - 05:14 AM
I've been working on this for about 5 years now, that's why I'm so far ahead with it. I wish I had the original screenshots from first development back in 2009. It was literally a chat room you walked around in.
It's visual basic 6 both client and server. I won't go into details on back-end server stuff in case I do release this publicly. And even if I do, there will be a big upgrade to connection and data handling.
#14
Posted 31 May 2014 - 08:38 AM
I've been working on this for about 5 years now, that's why I'm so far ahead with it. I wish I had the original screenshots from first development back in 2009. It was literally a chat room you walked around in.
It's visual basic 6 both client and server. I won't go into details on back-end server stuff in case I do release this publicly. And even if I do, there will be a big upgrade to connection and data handling.
Nice! well gl with it hopefully you get it to a public release.
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#15
Posted 01 June 2014 - 09:26 AM
Yeah. There's not many people who play these games any more so I'm not expecting any great success from it. As I said in the original post, it was one of my dreams to create my own MUD world and I'm just fulfilling that.
I did start work on the 2D Nightmist game, but again, not many people play those games any more. It's more about the community than it is the game, but we'll see.
#16
Posted 01 June 2014 - 09:46 AM
Yeah. There's not many people who play these games any more so I'm not expecting any great success from it. As I said in the original post, it was one of my dreams to create my own MUD world and I'm just fulfilling that.
I did start work on the 2D Nightmist game, but again, not many people play those games any more. It's more about the community than it is the game, but we'll see.
While I agree the windows installable exe market may not be the best anymore I believe there is still a demand for these type of games. I Think a pure mobile version or even an html version that could be played on mobile devices will do well. reguardless hope it does well and looking forward to seeing it. It has also been a dream of mine to build a game like this so i hear you.
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#17
Posted 02 June 2014 - 12:17 AM
I'm not by any means a programmer. I know Visual Basic 6, that's about it. An android and iOS client could be cool, no reason why it can't be something to work for in the future, but we'll see how it gets on as a windows game first.
#18
Posted 16 June 2014 - 01:50 AM
Small update. Rooms now have the option to turn off directions in which NPCs can move. I've not yet finished the movement system so for now, the only moveable NPC will be the Town Crier, as he can not be killed.
I will now be working on the character creation system and getting it working the way I want it and set up ready for people to start logging in.
#19
Posted 14 July 2014 - 02:09 PM
any updates on this Zel?
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#20
Posted 14 July 2014 - 06:30 PM
#21
Posted 19 July 2014 - 03:36 AM
I have plans to add a mini-map. No updates at the moment due to other projects.
#22
Posted 17 September 2014 - 03:15 PM
I'm now ready to start on the game content. If anybody is interested in helping me set up the in-game content and balance the classes, let me know.
#23
Posted 24 October 2014 - 12:35 AM
Edited by Zelimos, 24 October 2014 - 12:38 AM.
#24
Posted 11 February 2016 - 12:47 AM
So I'm finally continuing work on this MUD, I hope to get more updates out now that I have more time to work on it.
#25
Posted 11 February 2016 - 02:20 AM
#26
Posted 15 February 2016 - 06:33 AM
Yeah just some further testing needs to be done and I'll get an open alpha client up for download.
#27
Posted 19 February 2016 - 02:56 PM
So today I had a vision. To make Final Saga different from other popular text-based games that you've all played, such as Nightmist, Realms of Kaos, Revelation etc. I'm going to make it so that every weapon, shield, armour, gold etc has to be hand-crafted by players. Tools may be bought from stores to obtain certain materials.
For example: You can make a sword with wood, and iron ore. By heating the iron ore, you can create forms of steel. Depending on the length of time you heat the iron ore, depends on how much carbon is removed from the iron ore, which results in the amount of durability of the steel. Other raw metals such as copper, silver, gold, as well as native minerals such as diamond and carbon can be used to help increase durability and strength. All of which can be mined.
A kiln and wood would be needed to make metal weapons, otherwise wood and hand-crafting tools would be needed.
For potions and such, plants and animal parts may be used, as is the same for armour and clothing.
Every item that is manufactured will be saved on the server. If the item becomes broken, it becomes unusable and must be repaired. Any player-created item can be destroyed, which will wipe it from the server. Items that can be consumed will be wiped from the server on consumption.
Eventually I want to create a system where you can sell items to stores, the prices being determined by the amount of materials used to create it. Also, I could have it so that certain stores can manufacture certain items, depending on their inventory of materials. Players could mine these materials and sell them to the stores.
I will be coming up with a way to preserve items that are dropped onto the street in the event of a server crash or restart, although such situations may be unavoidable at times.
I'm also going to get rid of class selection on character creation, and have the player choose a class during the game play at a certain level. Instead of rolling stats, stat points will be given for each level obtained, and also as a reward on completion of quests.
Races will be available still. Certain terrains affect attack and defence, and then certain areas of the map will only be available to certain races.
Rather than class restricted items, items will be restricted based on level and/or stats.
Edited by Zelimos, 19 February 2016 - 03:06 PM.
#28
Posted 19 February 2016 - 03:42 PM
Edited by Zelimos, 19 February 2016 - 03:42 PM.
#29
Posted 19 February 2016 - 07:36 PM
heated iron ore makes caste iron. steel is nickel and iron, nickel filling the gaps in iron's compound make up. Carbon dust can also be added in the forging process to make carbon steel. among others zinc can be added to make it resistant to rain but weaker so its typically plated. A silver nickel composite can be used to make surgical steel. also a titanium nickel alloy can be used to make stainless steel.
maybe that helps
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#30
Posted 19 February 2016 - 11:24 PM
While the crafting sounds cool and so does adding points at levels these become very complicated systems very quick.
I'm not going to tell you how to make your game but it's usually a good idea to start small and standard get that all flushed out have testers / players and then start introducing new game systems. Not only will it be easier for you to actually finish your work but easier for players to approach.
I've seen tons of MUDs attempted to be made and none have never been completed. I credit this to added complicated systems that made balancing hard then more work for the Dev then finally gets burnt out with the project and it never gets finished.
Best of wishes to you I really hope you finish and have something but it looks like you have already stopped and started this project a few times. Adding more complexity just makes it more likely for it to happen again.
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