Hi quick update on whats happening Due to personal stuff and lack of funds the game is on hiatus for foreseeable future ill keep working on it in free time where possible Worst case will be i start from scratch scale everything back and release a basic online rpg as i have alot of old assets for systems but due to loss of networker at vital time due to the war everythings been on hold but im trying fix the issue but hitting a wall due to time,money and personal restraints
Hi this just update to whats happening so far The game is not abandoned but the networker has still yet to update me the main issue seems be the war as they live in Ukraine and i only seem get messeage every few months now. Sales have been paused through steam as the main game cant run but for those that still own it there should still be an old archived working version in the games steam/beta settings If things still dont improve i might have to try scale back the game to be offline rpg system then mmo until i can afford another networker but will see how things go I have also changed unity versions from HDRP to standard as many of my addons was not liking the HD shaders but as things go on it will hopefully improve
Hi this post to update people on progress what i thought would be a quick fix turned out much longer due to the people working on network end was in ukraine and the war stuff but i just got a message by one that 2/3 systems fixed and 3rd should be done "soon" so a new version will hopefully be in next few months sorry for delay everyone :)
Hi everyone sorry not posted much lately so far for progress its abit slow as i still cant figure out the issue so im going to try redo alot things from blank
The upside is the few addons i had that make the core gameplay have been updated/added to so this new version if works will hopefully have few extra abilitys/gathering things such as fishing, taming etc
The other good update is i recently upgraded my main dev pc so now instead old i3 from like 8 years ago it now 2020 i9
2060 ghaphics (12GB)
and 64GB Ram
Which means it should be alot faster to compile/build (actual hardware to run should work on most recent pc 2018+)
With luck it be back up and ready for testing in month or two of dev time dependent on other rl job other dev providing fast replys etc (like updated addons/latest network software)
When it does go back on for sale it will likly be barebones to test everyone can get on and basic UI
Once that up and everyone can play ill start update AI/UI add more quests etc to get it back up and ofcorse there be a discount/sale when it reboots (likely 30/40% due to been off so long and starting roll back to barebones)
Another minor issue that here is terrain trees/grass not supported as well in unity so updating that incase fixes in latest but otherwise might be lacking alot trees rock etc to start or missing textures (eg purple trees example this pic
)
Hi everyone this just a quick update message on the progress So far no luck my end to fix the issue so im looking into hiring a networker to fix the issue Also due to circumstances i had to take a job (warehousing) to make some income which has meant less time on the game but im working to get it up and runing again asap :)
Hi everyone just an update on progress i have been updating the servers but still having trouble connecting etc so until the servers are back and running development on pause while i try get atleast the base stuff running networked and i asked steam to hide the store page and pause the ability to buy the game Im hoping it just a weird config issue and the game,server and updates will start happing by easter but for now im unsure when the next server update will happen
Hi everyone just a post to let you know the network code that was broken is finally updated now the coder out of hospital from covid im going to do some tests but once thats all set up and works ill be doing a basic game update to link to new servers and then later readd any missing content
Hi everyone just post on progress First is the map was to broken so i made a new map for starter area and i am in the process of it building the server now and once thats done ill do test run of it and upload for others. Right now its only basics to make sure everything works and no major crashing with the new server software/hud then ill readd the gathering,rewording quests and stuff in a patch
Hi quick post to let everyone know progress been bit ill last few days so things been slow but i got most it back up but due to missing items/currupt files the npcs and gatherables will need be replaced/resetup so will take bit longer then expected (item files fine eg IRon ore cost 1g etc just map placement)
Hi everyone just to let you know the game servers will be going down briefly while i update the servers background software (sql,node etc) over the next hour or two. Also for those having issues logging in/character create stuck there is a version before the live servers which you can roll back to from the start of the year just open up settings in steam goto beta and select the 2021 branch that way you can still enjoy the base game while updates happening :)
Hi just a quick post on progress. This week been busy doing training rl so things been abit slower progressing but the new server software is intergrated to the game and the database and such is being set up now. Small issue with the software updating keeps crashing the game from low memory errors but it should be done soon then servers will be updated in next few days hopefully depening how long the build takes. Also the other day had a network go down my end but server was rebooted and should be up now.
Hi everyone as mentioned previously the servers are struggling to stay up possibly due to software/coding screwing ports up my side. So i am in the process of updating them and aim to have new servers up by next week. The downside is due to big version differance in code the addons to original code also need updating and this could take upto end next month but it shouldnt stop the base rpg stuff and nice views/chat it will mostly effect resorce gathering horse/mount breeding daily gift etc. Also if anyones intrested the game is currently half off during steam sale. It be a big help if people share the game if people like it or want faster development as solo work slow and grindy atm so being able to hirer a networker/coder to set up base or someone to just spend few hours making base quests will make things faster. Also for anyone intrested in the single player game The Sacrifice im still learning the code creation for basic system but UI and basic roughing out done :)
Hi just noticed servers went down i think from internet crash or windows update reset going to try get them back asap Edit 13/6 I set them up again but still some issues so going to try a new server software which will hopefully work better as its more to original/demo Also rebuilding base system so might lose some features temp untill i can hire a coder full time
Hi just a quick mini post to let you know apparently the exe has not working from steam so i am checking and updating that now Worst case is it will be sorted next update in next week (currently trying get through brain fuzz and write some repeatable quests etc) Just a reminder if you find any issues with the game such as exe not working just put a message in the forum i check it now and then and ill try get it fixed rather then bad review to find out there an issue :) On other note im currently considering the standard mmo f2p model so game will go free but then charge for dlc/items or player ran servers like games like ark and keep reduced price
Hi quick post on progress of whats happening first of all the side game the sacrifice is almost roughed out map wise for demo. Second im switching back to this for abit to add in quests and such since i been down with likly covid last 3 weeks (bad flu dizzy etc) so should be enough of rechanrge to go abit more and atleast get second map up and running to basic (this more a social mmo then hack and slash one like some you might just like the nice views and use it as background while chat etc while otehr might be explorers etc) And last is just noticed server went down at some point due to windows auto reset/update but i fixed it and should be back up.
Hi everyone quick post on whats happening atm
First is the games next update delayed alittle from planned as updates to server systems coming at same time but ill try get some minor content added and uploaded soon but atm my depression and mental burnout happening so everything slowing down. Server still up so everyone can play the latest version that was uploaded but still unsure if its got any bugs.
On another note gonna use existing code to try start to block out my "new" game The sacrifice which a reboot of an old game. hopefully this is enough of a change to kick me back to normal.
For anyone playing this game feedback is handy to get so i know whats working or if server not showing etc so i can fix it.
The goal is to have a minor content update by the end next month (quests,more resorce nodes/npcs,craftables/monsters)
Hi all just letting you know default now upto date and uses my server now as i not had feedback. I made a second branch for before this update for those that having issues with the new one so they can roll back and continue on local
Hi everyone just a quick mini post on update. my pc was having issues switching builds (pc->mac->linux) so i uploaded the latest version as windows only while mac and linux built i will hopefully have these versions up by tomorrow (mac just finished and linux in process of swapping) For those wanting to test the new server/play on global server which is set up now the test version is in test branch of the build. you can access this by opening propotys on steam and its in beta tab. once tests are done this will be moved to main branch too. Also as the game is part of winter sale its half off.If you have any issues with the server or no server showing up on the new build just let me know in forums etc and ill try set it back up or fix the issue (its on a second pc so windows 10 might force a reset due to an update and i not realised)
Hi everyone just quick update on progress and updates.
I decided to change the starter town from 3 buildings and a market to more a town and due to acidentally dleteing the folder with quests and npcs in im remaking them. It should be done and uploaded for tonight for the games 50% discount starting tomorrow which will hopefully mean basic server up tomorrow although will be on test branch for day or two to test if it works as intended it should work fine but any issues just post them to forum or message and ill try get a patch ready asap
Update 22/12 00:23 :
Just finished updating quests and items doing test build and planning upload in next few hours which should be live just before sale starts
Hi update on whats happening so far.
First off good news the server i brought has been set up and is working with the game so i can now make game servers so now im working on fixing the bugs caused when i switched server software.
I will also be adding some new towns and npcs fixes into the server with the goal of end of year main things all live and working.
In the meantime i will be likly adding a working build in next week or two to test branch connecting to new server to test mp and make sure the abilitys etc work.
Ontop of the server working i also brought new assets in the unity end of year sale for making more uniform towns and castles plus some enviroment things for my dungeon kit so i can make more dungeon styles.
Ontop this is a scifi and cyberpunk themed stuff which will be for the high tech areas (where players can learn cars,bikes etc craftables rather then the more low tech harnesses,magic side etc)
The new castle/town which wil be implimented as an area (purple broken fire material fixing atm):
Overview of castle section
Hi just a quick post on progress. Due to the game failing when using old map with new server system i seperated into 2 sections So when updated there will be 2 servers running one is tutorial zone (starter island that found in demo etc) the other will be the main center island. There will be portals between servers but it just means if one crashes there will be other zone that should be ok. I have also just purchesed a computer to use for servers and should arive in the next week and then i will test the servers over internet. If this works i will make it live then work on readding missing bits like resorces,quests etc. Right now in tests everything going ok although slow (server using same port etc keeps crashing the server) and players fall though map so fixing that. The aim is to have servers up stable and quests and resorces added by end of year but so far in tests the new mounts and such work so its a good sign for now just need to make sure it works externally.
Hi everyone just a quick update on the progress. The new server system is implemented finally but some bugs are causing some issues which is lobby/login -> new map world fine and loads while lobby-> current world causing some issue server side but once that fixed i plan on uploaded the first update for people to run around in with more npcs and such shortly after. Im also in the process of testing the new addons such as enchanting,gemslots and mounts Overall this a relitivly big overhaul but with luck ready by end of month
Hi everyone just a update on the progress First is i finally have all the addon scripts merged into one so pets are going to be able to have abilitys, mounts will be breedable but they can only be safe in stables and not generic summon/unsummon with a button you have to be at the stable (for example of this look up black deserts mount system). Next up is adding enchanting and gem sockets to weapons etc. the daily has been fixed so it will auto renew each month (bug in code stopped it) Ontop this the server system is being built currently and tested and once that works ill be double checking addons work and hopefully have everything added and uploaded by end of month and then another update by end of year adding in more crafters,quest etc. Ontop of all this the base controller has been updated so now there is multiple view modes first person,third and top down so differant areas might be easier in some modes for example tight areas might be better first or top down while open better in third
Hi everyone just a quick post on progress so far sound coming along nicely.
Also due to a sale on some unity assets i now have better water which seems to have under water feature
(pics from devs pages not in game) before:
New one
old is static plane with shader to make it look ok but due to configs and size needed its not great (high reflections so get blinded sea level)
New should have underwater cam feature so the corals and reef area will look more nicer
I am in the process of updateing unity engine to few versions higher as needed by some shaders this should take day or two then ill be back to adding sounds and setting up monsters/spawners
Ill be adding more features all at once later in month just waiting on coder as there bug fixing and adding few bits first.
Assuming things go well a largish update will happen in few weeks (audio,monsters,towns,teleports,player run servers like ark/conan do etc)
edit 17/9
Here a image of the new oceon in the game
Hi everyone just letting you know the progress of whats happening.
As i have recieved no messages on here about issues ill assume most things are fine.
Right now i am setting up dragons port back up (starter town in old version) in the center of the map (where island dips in in the pic)
This is linked by a teleporter found where the old teleport stone is on tutorial area and takes you to the beach by it (2-3 min walk).
Im in the process of adding some npcs and crafters back to it as well as adding some resorce nodes to the generator to spread them around the map until a better option comes.
Next up is the big changes coming up in the next month or two. I have just brought scripts to add new features which will help development/give more player control.
These are:
- Multi mode controller (First person,TD,3rd person)
- Better aiming so you can run one way while fireing another.
- Weapon limited skills+default attack for each
- Physics based vehicals (if you play games like halo think the warthogs etc) with multi passenger support
- World building added back (more then old fire pit used as test)
- Server split (player made/owned servers like games like ark/conan have ) with portals to change servers and cross server saves if enabled.
- Cosmetic override enabled (think WoW transmog) so when fancy looking armour out you can make your player look like civilian but be fully battle ready underneath.
Hi just a quick post to let people know the test branch is now the same as default and everything is updated to the latest systems with world gen and swimming etc while the map is abit more limited (all 1 large area) it does reduce the file size needed.
Also the game will likely freeze for a min when booting due to thats when generation happens but give it a min and it should load in fine.
For those that like the old zones with there buggy crafting i have left an old version active which can be access in branches "old system"
I will be adding in player made servers in the next update as well as a teleport to the main land for those wanting to explore it.
Hi just letting you all know the next stage of expantion is coming in next week or two this just populates the large island sea floor and makes water swimable. The island has no NPCs(quest/shops) atm but i plan on adding npcs/crafter spawners in meantime ill add a teleporter to starter zone for those wanting to craft The world borders are set to no colliders so you can walk through and terrain infinitely generates but only the border area will be swimable
Hi just a quick post on progress
First off i decided to upgrade my computer so its more stable for large uses like what i need to optimise so my 16GB memory now 64GB which is being mostly used when rendering out the map so i can start optimising it down.(still slow just doesnt crash due to lack of memory)
The new zone is 34x34K as shown in the image below. As you can see the starter zone thats found in the demo/old version tiny compaired to it.
Right now there is no monsters or towns but ill be adding there spawners to the map generator to place monster and resorce spawners down but first is generating camera tricks to hide out of view stuff and navigation so things work.
Once everything is built and renders fine ill be working on adding some towns and areas as well as dungeon spawns.
Hi just letting you all know the games website has just got a new look to it and over next few days i will be updating its text and posts. Game wise the games center island works/spawns in the main game and i am now modifing it to work with the AI and set up spawners etc for it. Once done this will be the main world for now until i can hire performance people to make it run smoother and add more. The plan is make the world split into multi maps like ark does with the island,crystal isle etc
Hi quick update on progress after some tests the center island shown below loads when set to infinite terrain mode without much hastle but as it infinite ill have to set world borders (ill just make some glass like borders so it will gen the terrain outside the border edge but player cant go to it unless they fly over)
Also due to using the new render system it doesnt allow grass/details on terrain so until i buy the special software that allows it grass will be unlikely for abit
The way it will be set up is "tutorial island" will be where players start and do starter quests then when ready sent to mainland which right now is "wild" (no monsters,towns etc) but i will be adding some to the spawner system to try get monsters up.
Im also looking into player build system for player made towns.
I also need to check the keybinds as the default ones i added dont seem to be in effect but ill recheck them.
Hi everyone just an update to say whats happening so far.
So far the testers that been playing new version having found any major issues so far so i have started focusing on adding areas of the world into the game.
Due to new system being everything must be 1 level (eg all dungeons have to be in the same level and it just clones copys upto 5) progress of levels might be slower until i can higher people to fuse the world or do performance tricks untill then ill try to keep the world seperate/optimised best i can such as raid prep is 2k away from starter zone so that from starter zone you cant see it unless fly out the map area (camera has 1k distance cull so only loads upto 1k distance) later this one world system will be handy though as transport/teleports will mean just pinging across maps rather then wait on levels to load
To reduce stress on gpus im doing best to fuse models where i can and textures so less is used hiding whats not in camera so you only load what you see etc after doing some tests if it works then to speed up world gen the first world will be center island which was meant orginally as end game/hard/wild zone (no big cities that players could build on)
This terrain around 30x30k but was built using graphs etc so abit odd looking
If the terrain is used instead of no major hubs etc it might be 1/2 big and few mid-small towns for basics
Also if the game goes more toward ark style probally alot the "story" will be in chunks such as finding a glyph then seraching where that goes like a world puzzle rather then WoW style goto x kill y so that differant playstyles will do differant stories (like evil players might try summon old gods etc to mess world up)
The aim is as people do some big things it will change the games lore going forward so if a big boss is summoned enough times over all the servers the next installments might shift toward that being the next dlc/story part
For example:
"evil" people summon successfully old god A on 51%+ servers then that will go down in lore and the world will start shift on his summoning so next stage is more powerful/spreading or defeat him which leads to:
A: 51% server kills and destroys him
B 51% Servers leave him and power grows/spreads etc
leading to aftermath of that decision etc
There may also be challanges later based on guilds/hero system etc so massive pvp to work out who strongest army/hero. And this leads to a criteria of becoming a god etc
The plan is for those into challages make special events like farmers is make the most carrots to win prize A etc and if you have enough followers,prizes etc you can try become a demi god (gives some powers like GM teleport summons etc based on your type) then upto villans/heros to stop you gaining more power or dethroan you etc after x time and challage x you might goto god so harder to kill more powers etc.
So good players might be god of harvest who can summon resorces or buff collection rates etc
While bad player might unleash plauge debuffing non followers etc
Eventally it will lead to the main guardians powers where you can eather save them or destroy/steal there powers etc
The idea is instead of for exaple the dark brotherhood sends you to do mission to kill x for generic reason it will be as player you try kill y but others try stop you which causes x to happen but alot these just ideas i still need a coder and funds to make this real :D
Also due to npcs being killed there will be alt ways to do some things such as Divinity: Original Sin does so if player kills the king the hand in might be next person down chain etc
Hi just a quick post to let you know just been told about the launcher issue not working thanks to user dairu and i managed to do a quick fix until the next build of new system by adding second launch option
The default launch is the new system that on test branch that currently in test stages
For users on old system/default branch the second option needs selecting to avoid having to manully launch from folder
Hi quick post to let you know the new systems to test should be live now
Like i said in previous post it will be on test branch to access it right click the game click properties select beta and pick test.
I have also made a new branch caled oldsystem2020 that is a stay as old system even after new stuff added etc but wont be maintained anytime soon (might come back to it when have dev team) so that is a singleplayer/mp limited (however long the db holds out for) build that will mostly be scenery for people to rp or explore but the same zones will be in new version too.
The aim of the test is to make sure quests working as well as the systems like mail etc
As it is local only to "log in" just hit server and play if only you/first window it will create a local temp server on your machine and run on your LAN when close the game it will shut down and close server.
If you want a friend or multi screen it first hit the server and login on first to create server and login as admin etc then anyone joining just has to have diff username and hit login.
If things go well and no major issues i will expand the tutorial island by adding more monsters in to the raid/dungeon (instance you have to have 2-8 players)
Add new zones with monsters etc and expand to more quests etc
The new servers will likely go toward ark style so low players per but player made and run servers like image below
The advantage to this style is less hardware requirments on me and gives more control over you guys on what servers things you want.It also means i can put in more npcs/higher graphics without so much strain on the network (so high strain from enviroment rather then high from player amount)
While the item shop is non funtioning (not linked to "buy" coins) it does work as a shop and you can earn coins from quests but everything in that shop can be brought from npcs or quest rewards right now.
With the server split idea it will likely be each "map" a content in the game but right now it will be whatever i can fit until i can hire a optimiser person etc.
For controls i put a image of rough controls in the game and window shortcuts are rebindable but avoid bottom row keyboard as that flight controls for bird
Hi just a quick post to let you know i have finished implimenting the new rendering system and core systems. i will be turning the test branch into this build for people to play on and test the new crafting/ gather systems and all the other new systems it should be live in next day or two Right now its just the small starter level to test that the AI drops and there no major game breaking things before adding more and balancing combat. Similar to the free demo its just tutorial starter zone with expanded dungeon and tester features around the map such as diveable water syphon pylons for mana and npcs that allow crafting,aution system etc This version is a local only server right now so MP is LAN only but if things work ill be turning it into Ark/conan style servers so like 30 player limit but private run servers rather then 1 big central so its more for rp/your own stories focused then forced storyline likely new zones will be added as new "maps" similar to how ark has zones but right now in rough idea stages as focus for now is get though feedback and add content untill i can hire people to make stuff for me Also for those into you/twitch small servers might work better for those wanting to make there own lore/story such as one you is king of the town and other players gathers,crafters etc and if do epic stuff might go in as later on lore when i start expanding npcs etc Also the item shop in test build non fuctioning (cant by coins) but there is ways to earn/give coins through GM panel etc The main feedback on new stuff im looking for is make sure quests all have right objectives eg no gather quests that gather nothing,find npc quests complete etc. Are frames/load times ok and did u find any broken areas eg world holes/trapped in cave right now there 3 types quests Kill Location (goto x) gather Once everything set ill be adding new zones and themed areas in but slow due to only 1 person to do everything and the upgrade to new renderer etc means lots fiddling with materials etc (sorry about slow) Also the craft set to everything unlocked but when i know all fine part the balance will be locking crafters to per npc and resipes needed Also for now players locked to lev 5 (but npcs locked to lev 1) Prices/rewards also going to be balanced/changed so its more even eg potions cost/sell for 1-2 normally but daily gold u get given 500-1k same on quests
Hi im still updating the new stuff and coming upto the item shop and such as was wondering do people prefer buy x own Coins which can be used to buy Item shop stuff/trade for gold etc or do you prefer a cryto coin based primeium econamy For example game uses Doge coin for premium currency mount A will cost 1 coin If you buy it now 1 coin is for example 10 but if you buy it in month it might be 9-!1 worth but it will be withdrawable etc as well as tradeable so player A might get a rare drop pet and someone with 5 coins might say ill trade u 3 for the pet player A cashes out 3 coins for RL money game gets a cut to support servers etc Player A gets there $50 or whatever the coins worth and buyer gets there pet etc Right now its just ideas on what sort item shop/currency the game will use but right now the plan is : Something tradeable/stealable in game (thinking of UO steal system) Possibly a cash out/trade in system so players can earn real money from the game (although id need look into best ways etc so game dont go bankrupt) The main ideas im trying pick is : Own currency type like Runescape bonds with real currency limited sales like warframe does with vault Some form of crypto coin that players control and we just get a small cut of cash outs etc to help cover costs Other- suggest something in comments Its likely server/network costs wont be to high at first and plan only sell speed boost or minor shortcuts for example starter cook tools/mining tools or pet feed etc Also if possible i plan on making scaleable currency if i use own for example each 100 tokens is 1$ but buy more then $10 worth price lowers to $.90 per 100 upto max discount and mabey a loyalty type system so discounts for future buy or some free items like a bag of ore free etc The scaleable idea is from always having extra odd numbers so if u only need 300 you not forced buy a 500 pack etc
Hi just a quick update on whats happened so far
The new core system has been added and im in the process of replacing and adding everything back into the lists.
So far i have a new mount working so going forward making mounts should be easier.
I will also be making some flying and swimming mounts to test to and i have talked to some coders about other extentions such as mining/processing systems like old version as right now everything drops only.
Also i have a new website under development which will hopefully look nice and contain help guides etc
Once i have set basics up i will likely add a build of the version under the test branch that will be local machine only for people to test out for performance,check for any major issues etc before i make a server build.
One big change will be everything has to be 1 massive level so at the start you might have long load/startup time but i am unsure right now but if is the case ill try look into getting performance boosted as much as i can
All this means is it will fall more in line for end goal of my game design then early (players could fly east to west of whole map)
The other possible thing would be each major contenent will be its own level seperating players (im told between levels parties and such drop) but more reserch is being done.
One of the upsides is the druid system coming which will alow you to transform into animals/monsters and some will be able to fly or increse underwater breathe etc
For those that not seen the test video of when it was first set up here is some before/after screenshots of the UI/game
before:
After:
I have also got some more zones planeed based around modern/scifi feel for the more high tech areas (for players that wish to craft mechs,circuits, spy etc rather then "local hero" adventures/low tech magics etc)
Here is a video showing the new core system during its first tests to make sure UI/loot etc works (the bug in video is fixed after checking code) Next step is work on readding AI,NPCs and items back into the game. Gathering has been removed as its not part the core system but i plan on adding that soon. The new mining is planed on making it harder (u have to mine anywhere and hope u find an invisible node that becomes mineable like games like Entropia universe) the idea behind this is crafting will become more profitable long run such as someone needs get lucky find a gem deposit for a diamond to then sell to crafter to make diamond jewelrey rather then WoW style of run around X mining ores until one drops etc [previewyoutube=oAcGC3ZeANw;leftthumb][/previewyoutube]
Hi just a quick post on whats happening with the update.
I have decided its probally best to change the core system to the MMO focused core due to it adding a ton of wishlist features and easy dev support so new addons can be made such a pet taming.
The new system is a complete overhaul of core mechanics/controls so it will mean old characters wont be transferable BUT this new sytem allows for GM controls and a cash item shop which means i can use it for event items/giveaways
Here is a screenshot of the new system so far (im still changing UI to new from the core default)
Here is a screen of the party, guild,GM and item shop (real cash/microtransaction)
The item shop is just part of the core system but will likely be used to do some minor shortcuts such as ore packs or skins to help pay for server when its live as these need to run on physical servers not cloud (Lucky it seems for small basic one i might be able get away with $40-50 a month so just manageable from personal funds to start)
There is also apparently a premium member system which i need look into so you can set it so there member only quests etc but if i do this it will likely be linked with longer low price or something (like guild wars type thing of buy expansions then free for base game but extras to speed progress etc)
Right now all the systems new so it will likely not go heavy into item shops except a few tests to make sure people can use it etc.
Hi this is just a post on whats happened I have just updated Unity core system to latest 2019 version and it seems to have made the core game broke due to major UI/standerd assets changed. If this not fixable then i will have 2 options: A: keep working on it in unity 5/2017 (i was told by another user of system they last used 2017 before custom) Or B : change the whole Core system from generic RPG with online funtionality to one meant for MMOs essentally working from scratch ( non visual wise) BUT would add alot of better features in that core system is lacking such as - Party/guild system pet/mount system that improved PVP zones Instance dungeons Murder system Ranged/Mage builds Party system -loot/xp share More control over drops Respawn/death mechanics (lose xp and respawn points etc) Real world item shop (although it likely be used only to help fun server or do events easier) The "downside" to this is it needs a "physical server" to connect to rather then cloud that its currently on If B does happen then ill likely be doing a couple of "contests" such as pick a name for the server.
Hi quick post to let you know im currently updating the core project from unity 5 to 2019 this should hopefully increse the looks of the project and performance as newer shaders and controllers can be used but if this update causes issues i have a back up If this does work though the plan is to update the controller to become action based rather then hit button roll a dice see if hits possibly some UI changes and with luck the equipment will want to work (without a pro coder im not sure why its broken) with luck this also means more player/monster varients as ill be able to use the randomise scripts so monsters will look differant eg diff horns etc As for the minimap it seems to work although on startup it needs to reaquire its follow target so the player needs manually click zoom/toggle i will also be adding more player stats in soon if the new controller works as well as try make a capture system such as damage monster=kill stun with z it knocks them out and u can then pick them up as item and tame them in crafter (tame pen) for those that play conan think how thralls are tamed I also just had news from the creator of my human/elf/dwarf player models the armour sets are now combined so i will likely be updating main player models so they can equip each others armour sets so its more mix and match but that still relies on fixing the current basic equip system but hopefully with feedback from everyone i can start polishing the game toward a better game overall
Hi quick post to show the UI change of adding the minimap in the tutorial zone
Right now the implementation is pretty basic but works similar to fallout/skyrim where compass will show POI nearby and minimap will show area around including POI
Next up is Changing static resorces into spawner ones so they will destroy themselfs when empty so when you find them they will have a resorce in them
I will also be adding them to minimap so monsters and resorces should show.
Ontop of that i might be doing a mini event in next month i just have work out it. and will also be adding more resorces/filling in crafting table gaps.
Hi just a quick post to show whats coming up in the next few weeks hopefully aswell as a reminder the game is currently on sale till monday.
First off im testing it now but the new minimap/compass system will be added in as well as a steampunk town to wander in.
I will be doing the boring task over the next week of adding in a list of items that craftable although character visuals wont change other then stats due to issue with current character equipment handler/player models this will be updated as soon as funds avalible
I am also working on testing the large scale level design tool to make sure you can teleport in/use it and if that work the center island will be unlocked as a large free roam type zone (it like 30k x 30k so huge) and will be spawner based for 90% it eg monster spawner ABC will be scattered but same for resorces and such and if i can find out how to set it up random teleporters to randomised dungeons or skill points.
Hi quick post to let you know both demo and paid is patched that should fix tutorial quests and items Coming soon is compass system and a ton of resipes
Hi i just been doing some tests and seems there some quest issues in tutorial/demo zone and so i will be fixing and patching these in next day or two edit: seems like it was just a weird conflict type error all fixed now and builds going and if works fine ill do rest builds and update the demo Also coming soon is the new compass/POI system (think fallout/skyrim style compass)
Hi quick post to let you know the new harddrive which is used for backing up taking longer then expected according to 7zip its like 100 hours to compress it into a file then probally same for copy over. I have a regular backup made although around 6 GB misssing of unknown assets from regular copying the last few days but these just backups incase the current build suddenly breaks the hardrive or runs out space (project assets like 280GB currently but after compression and such the used ones in build like 10-20GB) Once backups done i will be testing the major center insland and if that works that will be the next area expantion and i am looking into costs to hire coder to make procedual quests to go with new spawner system
Hi just a quick post to let you know whats happening. Last few weeks progress has been slow due to other things happening but so far tests with the new spawners sucsessful so i am replacing most the starter areas with the new spawner system for resorces and npcs which should help performance abit. I have also aquired more blueprints to make towns with so the starter town after tutorial will likely be changing over next few months such as more buildings spawns changing etc i will also be looking into water fixes to make it swimable. The evil questline has also got a basic start added but until the games equipment system is fixed/upgraded i probally cant impliment it easy as there a weird bug where the equipment manager wont let me add more to the list but im gonna get that looked at asap (might just be a unity 5 thing) Right now the main goal is saving funds to buy the upgrades needed such as unity to lastest version (pro so dont have ton ads etc added) that will allow the new compass/map system and character controller to be implemented which has a more fluid combat (such as games like fallout/skyrim vs somthing like WOW) with luck this is only 1-2 months of saving aslong as no big things pop up. I will also be looking into ways to market the game more to try get a more active player base so i can start doing regular/holiday events. I am also testing the center island to make sure its safe for players as that uses the streaming software i recently got rather then multi level splitter
Hi just a quick post on whats happening so far with development
First off as i have not receved feedback from the demo/main game ill assume its all fuctioning fine for now and so i am starting a second mini project using same assets but will be a seperate game
Below is a screanshot of its main menu
This will be a rts type gameplay and based of the old shiny game sacrifice in few weeks ill be having a coder make things like summon limits and formations this will also be used in main game too to make combat more tactical then zerg the enemy with unlimited spiders etc
As i have the core system in eg spells build it just make landscapes so doesnt take much from working on main game.
Aswell as this i have recently brought some blueprints for my assets so instead of having to hand build every house i can just use the blueprints for preassembled ones while still being modular.
I am also working on the first stage of the evil stuff linked to the secrect item found in the tutorial quests similar to dark brotherhood in skyrim games
Once this is done i will be updating the existing areas with some quests and hopefully start the main story quests up.Also i will be making more crafting resipes.
If you have issues or suggestions on what to add next or where needs work etc just put them in a forum post and ill try get to it
Hi just a quick post about the mini patch that just happened turns out rebind keys didnt save/load between opening/closing the game so i just added a quick auto save/load function in as i have had no other issues mentioned in discord or forum here Next on the list to do things will be to work on the secrect questline linked with the item found in tutorial zone i will probally do a trailer about the quest soon similar to what i done with the raid. I am also applying for funding and grants to try get around 5k funding to hire a coder to impliment new movement system (combat will be more like skyrim/mirrors edge) including first and third person as well as to change players to UMA based to make it more configuable for users (pretty sure most games use it like ARK) to help go with the look/do whatever theme Once these are implemented i will probally try to do a capture/tame system (probally something similar to ark where u need to knock out/passive tame/trap) With luck all of this will be done by summer but all depends on my funding getting enough to afford it I will also be likely be adding a thing soon for player suggested quests (likely only for credit) where players eather make the quest dialougue and do list of items/monsters/npcs needed or do rough suggestion eg Make a quest from A to kill/collect xyz that gives item type K (gold/resorce/weapon) These will likely be mini quests for npcs but really good ones might be turned into main story branches in game like if u visit city Y that will be a big go do this sort quest
Hi just a quick post to let you know the demo and main game level now linked in the full version New players made will start at it but the teleporter will take u to main level. existing characters should be in same position/level they was If old players wish to visit tutorial zone use the teleporter in main town or elemegancy teleport to get there
Hi just a quick post to say the demo is now live the demo will be the new tutorial zone for the first part of the game as it has 1 basic crafter used in a quest a few basic resorces for quest and around 10-20 quests the demo has its teleport out starter town disabled and emergancy teleport spell now leads to there. New players made in main game will end up there when the update goes live in a few days after i made sure its all linked correctly etc. Demo is single player only due to limited space on network Also liked i said in previous posts there a quest/questline in tutorial zone that once finished rewards a special item that will be used later in the future for certain character builds so you might not want to vendor/destroy it
Hi quick post to let you all know the free demo will be coming in day or two its just awaiting steam verify I am also in the process of converting the demo level to main (connecting up the teleport etc) so will be in main version in next few days if all goes well. Also just a hint for those that goto tutorial level there is an item found only there right now that is important to keep if you wanna spec your player a certain way later.
Hi just an update on whats happening i have just finished of the new tutorial island which has few quests and monsters and will be replacing the spawn of regular version too so people have a small area to explore before main world areas. The demo disables multiplayer and has no way to main zones but should be enough to see if you like it I am in the process of building and uploading it then as its new it needs go though steam review (apparently that 3-5 day adverage) The tutorial zone has about 10 basic quests eg kill boar etc but i have also set up one thing that will be useful later in the games development as a quest reward Before i update main game with the demo i need to double check i set things up as now the emergancy teleport takes you to tutorial area but players already in the game will still spawn where they was as its a seperate named level that new players start on. With luck demo will be launched by next week and main version updated shortly after Below is a video showing the demo level before adding the npcs and spawners https://www.youtube.com/watch?v=TBZBbRwXvR4
Hi everyone just a quick post to let you know i have put the game in the xmas sale that arriving soon at 25% off and aim to upload a seperate demo of the game by end of next week this demo is just a basic seperate one where few quests to test the current quest and combat system and some basic crafting etc
Hi just a quick post on an update ill be posting later today fixing the bolt spells i missed last patch it should go live tonight Ontop of these i recently brought 2 more magic packs for some aoe and range themed combat spells as well as some more buildings and a thing to make an interactive map
Hi this just a quick post on whats happening so far Progress on next step has been slow due to low funds but with black friday coming up it means i can buy some game assets discounted to upgrade the game such as 50% off monster packs in unity etc Right now i am mostly trying to upgrade the quests system to add in procidual quests where it makes quests for me and rewards based on points eg gold is 10 points materials 5 etc So with 100 points max it might be 5gold rest materials etc but this is being slow as im not great at coding so will likly need wait until hire coder for that. I will also be upgrading the dungeon spawner soon with the new spawn system so as it generates a room it will have a spawner inside the bigish rooms that will randomly pick 1-5 monsters/items (so might be 1 room loot other a monster) On another note i am going to be using the new game assets to work on the spin off game abit to try make some extra income though kickstarter or something as well as taking the advice of local people helping me make a free demo for this game which will likely be 1 mini dungeon offline and a town with some basic quests.
Hi just a quick post to say the game just patched a small update. This update is just to fix main menu being slow to load from animated text to flat text It also adds in my WIP town extentions of a farm and town area Please let me know if you find and missing colliders in the farm/new town outside the gate and if you have performance issues after editing options menu let me know the location as i will need to work on that (currently it streams real time all things around you so 1 scene actally 100+ as it sections it up so large items/buildings are 50x50 things labled mid 25x25 etc) The reason is instead of a 2+m load timer per level its few seconds + few more where streams more in but during the loading in it drains performance so sometimes best to wait on start for 30 seconds if you in starter town or somewhere big that has lots to load in (out town area should be fine as only load in terrains and occasional building)
Hi just a update on whats happening i am just finishing the new town areas optimizing the new town/farm can be seen in the below pics
I will also be changing the monsters to be spawner based soon and adding in some npcs for quests and such as well as change the title screen to basic text not animated as this seemed to cause some big performance issues
The new center island on the world map has been made (terrain/trees/texture wise) now i am working on optimizing that level as even on my new pc its struggling to keep up with the 100+ terrains (middle island 34x34k (which is like 1/3 of all of skyrim) u can see in 3rd image the size with a town the size of the starter town highlighed
Hi just a quick post on whats happening tests with the spawner system looking good and i will be reverting the in game title to be static not animated as that seems cause extra lag on startup
With the spawner working i will be trying to expand the starter town abit and make the quest areas more natural (for example the rabbits in a farm not a round flat area)
I plan on doing a small update patch to fix minor things by the weekend
edit images:
The new farm that replaces the flat area where rabbits and potatos/apple/bananas are
(rabbits will still be there now its just nicer looking and items changed slightly)
Starter town expanding:
New more residental area more areas soon
Hi this post is to let you know whats going on now So far i not had much feedback about bugs so will assume there nothing major so i will be moving on to next stage of improving the starter town. First i am testing out a new spawn system so instead of monster is in the world is beaten then respawns or mine a resorce till empty then wait it will be the sort beat someone and they disspear and respawn a new one the aim of this is it will be random spawn for resorces and monster types An example from world of warcraft would be a mine node could be copper or tin and wont always be same spot If this works then it will mean some resorces may be more rare as i can control the spawn % by adding more to a spawner (eg 8/10 of the spawnable objects is copper 1 is gemstone 1 tin) This will also make dungeon making alot easier and quest zones as i wont have to manually add 100 monsters just add a spawner say x,y and z monster then how many can spawn at once and it does it all This system should also mean it can spawn Loot chest or mimics depending luck or instead of a bat it instead spawns a hellbat (red version) which might have better loot With luck this system will lead to the start of a capture system too for taming pets/getting special resorces (for example feed a special item to a baby dragon to make magic item A) but more tests are needed first
Hi just a mini post to let you know after some live tests it seems like the new spell scrolls are bugged saying no inventory and open shop hides cursor so i will be quickly patching these and uploading a mini patch in the next day hopefully to fix it although it might only be one or two bugged items
Hi everyone as mentioned previously the mega magic update is being released This adds:
- All base playable races in (although temp models until custom ones can be afforded)
- Around 50 spells added (currently there was around 8) Right now these are mostly bolt/line type like magic fireball and shields
- The new magic interacts with each other and the enviroment such as when ice shard hits a wall it make a huge ice spike or explodes on the shield with the shield reacting
- Rebindable keys are now in the options menu when in game current controlable keys are the main movement (wasd default) open profile,spells etc
- Due to curruption during the move to new pc some of the starter quests have been changed slightly such as tutorial bot give 1 off gift of 150 gold (enough for 1 bit low armour or some tools or a weapon etc) and some info on where to find things
The Update is building now and should be ready for launch 22nd night or 23rd Also to go with this mega update the game will be put on sale 50% off for a week starting 23rd 6pm UK time (around mid day US) If you find any issues such as massive performance drops let me know on the forums and ill try get a fix out if its an easy fix asap and it be a big help if people shared links to the game to help get it some more attention as the more feedback i get the faster i can improve the game Facebook:https://www.facebook.com/WiseOwlStudios/ Steam:https://store.steampowered.com/app/340140/Elemental_World_Part_1Rise_Of_The_Guardians/ Also if u click follow on the community page you will get a small steam alert when news is posted
Hi this just a quick update on the update My new pc is still causing unknown issues with the build saying it cant find x in code when its there so i deleted the old "code" generated in win 7 and reimporting the whole thing again to hopefully fix it as it will need to auto generate again in win 10 It will hopefully fix everything but if it doesnt ill still put game on sale next week as planned and upload the fixed version asap When its finished processing i will likely do a stream of it in editor to try show whats new while i try fix any issues stopping builds
Hi just a quick update on the timeline my new pc arrived and when doing a test build goes much faster (20 mins now per instead 1-2 hours) but when i finished the build it canceled itself due to errors im trying to find likely due to differant drive letters and OS so im doing a full reimport on unity but due to large file size still takes hours im hoping to fix it by tomorrow friday latest
Hi just a quick mini post on whats happening i recently ordered a new pc as current one dead almost as its like 8 year s old now hopefully the new pc will mean i can do builds alot faster It is set to be delieverd monday. After talking to the coder i hired for some patch work said the rebindable keys should be done this weekend (next day or two) if thats the case i will likely try do a build monday night and then put it in the steam sale week after so that i have a week to fix any minor bugs that people find Going forward the main "bugs" im looking for is the big ones like missing edges of map (invis barrier not there) NPC shops not opening and broken quests as well as if the new rebindable keys work Minor bugs/issues that easy fix is things like spelling errors and performance (i want to increse performance to be stable highand short load time) Hopefully if plans go on time the next week or two should be this: Coder finishes rebindable keys and its implimented 14/15th New pc arrives 16th and depending arrival and setup time 16/17th will be a patch with the new races added and magic system to test out live Around 20th will be patch update if needed fixing spelling etc if needed Then 50%sale around 23rd assuming everything on track Also the game artwork has been updated to match and game description images updated to show the new magic system and skill list(old images was like 3 skills) The new art is also added to steam new updated library look which should be live on beta steam soon
Hi just a quick update on whats happening the player models are now added and magic added to the store located just outside the starter town.
This update will hopefully go live in the next week or two just waiting on coder to help impliment the rebindable keys
To start alot of the items wont be visable until i can get them properly rigged to models so only elf and human have outfits that show/hide (all share same one outfit) all stats are there just doesnt show on player
Shortly after this mega update there will hopefully be some quests added and some more dungeons/explore areas but feedback on what people want to see next would help on seeing whats needed more
And for those reading this that havent brought the game yet as mentioned previosly this update is part of my plan to give tee game a mega boost at once to help it long run survive and get some needed bits.
As part it when the update goes live ill will be adding the game to the weekly sale (likely 50% off as that % has given the best sales overall) aswell as using one my credits to be on steam front page and likely the games trailer will be advertised.
Im hopeing this will give it enough attention and sales that i can hire someone to help do things like model or code so more features can be added faster such as customisable players or better player controler so more action rpg then hit button 1 fo spell or add first person mode
Hi just a mini post to let you know progress
All players are set up in the database now using temp models shown below
They still need skills assining and equipment handler but they can still run and interact in the world when uploaded
I aim to finish the skills off in next day or two but my pc recently started to die so there might be a delay (i done a temp fix so aslong as it doesnt power down it should hold out)
The long goal is a customisable player such as found in games like Sims 4 or Fallout 4 where can adjust jaw size etc but that wont be possible for a little untill i can get the funds for a coder and modeler (the next step is partly customisable players using UMA but that would make most players look like ARK players but would mean better outfits)
Here is the current playable characters (plus the fairy/genie from the event item)
For Spells i have removed all "free" spells from humans as they was test spells to check bugs etc
New players will need to earn them from starter quests/shops (basic arcane shot like 1 coin so not huge deal)
For the new spells that interact with the enviroment/eachother the shield have finished as well as most bolt spells all thats left is the AOE ones such as rock crush, water/fire dragon etc
Hi just a quick mini post on update so far First is the first set of the new magic spells have been added to the database this is mostly defence shields and there spell scroll to learn them All these to start with will be cost 50 coins/sell 25 with the exception of meteor/mega fireball which double as that will be a more advanced spell The temp player models are also brought and importing in currently as well as talks with coder to make rebindable keys for customising basics I will also be adding in some basic craft resipes for some to make use of the magic spells crafting so an example will be paper -> magic paper magic -> spell scroll Right now im working out if it should be random spell or costs more but specific Eg click blank scroll and get firespark result or scroll+bottled fire =fireball spell For player models for races going forward the atlanteans will be male is current which "final" until i get in house modeler that can rig hair,armours etc female will be temp model until modeler can modify male body to female shape Windwalkers will be angels like trailer and dwarfs will be shorter humans to save space until i can higher modeler to make the final versions. The goal for all final versions is fully customizable such as games like sims,BDO, little bit like ARK so you can make your players more like how you want vs same stamp just diff armour. Edit: mini update just realised the database somehow doesnt have the new npcs/shops saved so i will be readding them but should only be a 1hour job but it will mean text might change slightly
Hi quick post on whats happening So far around 30 spells have been added to the games list the next lot will be soon As its based on collision it should mean shields 100% block damage from the new spells that are projectile but are limited time and drop into the world not around the player. To speed the process up a little all shields and projectiles will have the same costs/cooldowns to start then modified later as the core system updates or spells upgrade such as all new attack spells will be x mana an y CD and damage eg base shield 10 Mana with 5 sec CD lev 2 will be bigger shield 15 Mana 8Sec cd etc I have also talked to a coder about implimenting rebindable keys With the spells im not 100% sure if the AOE ones will pass shields so tests will need to happen
As part of the push to get ready for a boost to the game i am doing a big patch vs small ones now im not getting reports of major issues The plan is: currently adding around 50+ new spells into the game (you can see there effects if the trailer of some basics) Ill also be adding new craft resipes and hopefully some new pets then the spider + Adding all races in even if it just a temp model (dwarfs will be shrunk humans, windwalkers will be angels not hermes type (wings on back and feet) etc) The reason for this is to try get a big exposure push all at the same time eg big patch adding more content+steam boost+new trailer and media etc + sale with hopefully combo the games exposure enough to get it going faster long run as there will be more eyes reporting bugs etc.
Hi everyone just a quick post to show the new trailer that will hopefully replace the old one going forward: https://www.youtube.com/watch?v=vPOmNCBfhfw This is also live on steam page too
Hi quick post to say whats happening going forward. First because the recent sale went well it means i can afford to spend abit on renovating the games assets. What im looking at is making a new trailer thats more cinimatic themed then sped up gameplay (still will use in game assets/cam just scripted movement/zones vs running around) Im also looking at getting all starter races added even if its just stand in models/unrigged ones this just means while stats are added the model wont show the armour yet Right now implemented is elf +human which are playable now Added will be windwalkers (temp models will likely be "angels" as thats closest to the greek god hermes that was what windwalkers based on) Atlanteans which i have the male model for just talking to the modeler to see how much it will be to make a female varient and finally dwarfs which will like be human model in use but shrunk for temp model. Also ill also likely be looking at changing the games graphics assets on the store eg updated box art animated titles and sections just to try bring the games standard up on the store page. Also for the few people that used multiplayer on my old system if you make a new player in the new system and let me knows its name and old characters name i can link the old name manually (eg change account owner from "bob" to "11111" but i need to know steam id number first which is why need a new character to copy paste the number )
Hi quick post just to say the multiplayer and switcher system is now live
This now re-enables multiplayer and now instead of an account through the website it will use your steam ID
The Pros of this:
No password is stored server side so even if the database is hacked no personal data is visible as instead of username/pass its just player name linked to steam account number (player:Astra Account: 11111111). So for players to get your account they would need be logged onto steam as you.
This also means that there is no "remember password/email" as its just be logged into steam
The downside though is due to linking to your steam ID if your on friends A account on steam your players wont load vs a universal username/password system
Here is a shot of what would be "visible" to anyone looking at the database for a player using my test account (some end numbers chopped off incase)
The old version of this showed user account name which also was linked to a email and password
The switcher has also been upgraded to change proxy settings when offline mode but this might cause a slight UI issue making options menu invisible but more testing needed
Next patch will hopefully be a content patch such as quests/dungeons etc
Quick post updating on the situation The multiplayer is fixed and will be updated soon turned out it wasnt connecting to the database anymore due to server side update that wiped admin permissions from the databse so when trying to connect it was "wrong permission" level so couldnt check login info but now steam will be your account (your id is linked instead username+pass so for example player "Fred" linked to acoount 12345 vs "Fred" linked to account "Dobby" (12345 is steam logging in as you vs having goto login page put in/create account Dobby+pass)) The upside to this system is IF there is some sort access to the db by someone they wouldnt see any passwords as there is NONE its all linked to your steam aslong as steam account safe your players stuff should be
Hi this is just a quick post on the progress the coder is looking at the code now to see the best way to switch and properly impliment steam so it will be steam account based mp rather then external database. I will also be updating the starter town soon now i got some new templates (prebuilt buildings using existing models) Some of these templates are based around outposts/tradeposts markets etc so the starter town will expand more where spawn will be center then around it will be upgraded with a wall residental area possibly a bigger market zone etc
Hi just a quick post on whats happening First is the multiplayer fix is scedualled with the coder to be done this week so instead of an account created it will steam link correctly I will hopefully have this done in next week and uploaded so people can play online together The next is a mini update to say quests and new dungeon/updated monsters are happening and will be uploaded hopefully in the next month Lastly i will also likely be adding all the base races in using temp models for the missing (dwarf, Windwalkers, Atlantean female) that will be updated at a later date
Hi just a quick post on whats happening
First the summer sale is just started so i have added the game at 50% off so would be a big help if people spread the word that the game is on sale
Second the fix for multiplayer not linking correctly is almost done just waiting on the coder to free up a slot (hopefully all done in next week) ontop of this i will be adding rebindable keys soon
In the meantime i am adding quests and npcs to the starter zone to make surethere is more early content without needing to goto other zones much.
The last mini point is the city gen is working well and with a few tweeks can add some starting high tech stuff in the next month or two and if this sale goes well the money will be added to marketing+coders/modelers to try atleast get all starter races added and mabey if budget allows sub races that unlocked by quests (such as sharkmen linked to Atlanteans Bird people for Windwalkers etc)
edit:
Looks like i might have forgot to link the new zone and raid on the new teleport when i was fixing old things ill add that now and upload it in next few days
Hi after doing some testing i noticed some more bugs where i messed up a setting or two so will patch them out in next few days these are:
- single player not set to offline mode correctly so other players will pop up in game and can chat (basicly mp but all stuff saves localy though so it more just uses a chat slot)
- rabbits not working as intented so going to fix that asap
- Crafter not showing some items
Hi just a quick post to let you know what will be happening in the next month or two
First i will be making some of the more modern/futuristic citys/towns as most the early towns been medieval/roman/asian themed
These will probally be where some of the more modern content will be such as cars,hovercraft,mechs etc mounts will be found and where people that like modern/future/steampunk will likely hang around earning money through crafting/mechanics stocks etc (when implimented) as well as more modern spying/quests (such as hack research data)
Again most modern content will probally be only roughly added in/not fully implimented until the game gets enough income to higher full time coder+modelers for fast content so early game it will be more meetup/socialize zones
The drops will also be changing soon from random loot to crystals+ rare loot or drop as self (so a skeliton will drop a monster crystal or mabey basic sword but a rabbit would drop a rabbit body used in butchering skill for making skins/meat)
Also in the next month or two multiplayer issue should be fixed and uploaded as well as some quests have been roughed out (titles and main quests points eg kill x talk to y)
Some new spells will hopefully be coming along with the new spell effect systems (they interact with enviroment so magic shot with explode on impact such as someones shield or a wall)
Edit: Here is a screanshot of a quick prieview of a city scene i just made quickly as an example (using the camera effects the game uses)
Hi just a quick post to let people know currently multiplayer is having some issues due to a new system being put in place where instead of being sign up with email+password it should be steam linked to your steam ID
Single player mode works fine as this saves locally rather then on database
Im contacting the script guy who helped create the script to try get a system up and running asap
Other then that the latest update seems to have fixed most issues (gameplay wise) + adds the new camera effects to make colors look better
Here is before/after screenshot of the same scene with effects (annoyingly the ps was taking while frame spike happened but normally same framerate)
Before:
After:
Hi just a quick update post to let people know there will be a mini patch in the next day or two fixing a few minor bugs such as male human skeliton broken equipment positions and missing crafting station resipes. It also adds the new camera effects to make things look nicer plus the new town that is being worked on as the new quest zone Also for those intrested i have just uploaded the world maps to the website link to the page here: https://wiseowlstudio.co.uk/world-maps/ The guide on the website is a little out of date as its based on old town in the trailer not the new one but keys still the same A new in game tutorial should help get new players started with basics of gather and crafting Another small thing is its set to auto create room so it should skip room create section for single player and testing mp if when one person has a room it gives option
Hi quick message to say the latest version just went live this adds the first tutorial for quick bonus coins+ teach basic gather/craft and talking (just a quick basic gather herbs and make a potion and food) + rough directions It also fixed some minor bugs such as real time attack not working and tposing on horse etc (i messed up the code slightly so it was looking for combat skill in "skills" not "survival" tab so it auto missed the attack meaning went to 0 but should be fixed now) As far as i know this should have fixed most major bugs that are known and now it will be minor ones and upgrading the tutorial,story and item list but until i can afford staff probally alot of items wont be properly rigged/visable eg bronze item will look same as iron only stats diff on player/icon but ill be fixing this asap
Hi quick update on whats happening so far.
After testing the elfs had an issue but that is now fixed and uploaded and the tutorial/starter quests are being made currently these will give the starter spells and teach basics as when its ready the starter test spells will no longer be given by default (although most will be easy to get such as go talk to x,bring y 1 z etc)
There is still some minor bugs/fixes that should be fixed soon but nothing major such as spelling errors equipment in wrong position/angle etc
Also with the money finally in from the last sale i brought some new monsters and items such as mimics for dungeons,plant monsters and amulet/rings etc for crafting.
I will probally be doing another sale when the tutorial is ready and everything mostly bug free in the quest line so everyone can get the starter stuff/equipment and start exploring fine.
The maps are also coming along and will be added soon
Hi upveryone just a quick update post i just made live the latest which fixes broke human meshes adds the elf meshes and gets the game closer to the start zone/loot conversion. Soon all starter spells that humans get by default will be replace by nothing and given out as quest rewards for the starter zone. Also i hired someone to professionally make the world maps and they have done the large one (all sections of the world) as well as 1 contenent map for a closer view showing more towns,ruins,caves etc I will be converting these maps into interactive maps once i learn the code to do it and this will have pins/markers showing towns,important zones etc
Hi upveryone just a quick update post i just made live the latest which fixes broke human meshes adds the elf meshes and gets the game closer to the start zone/loot conversion. Soon all starter spells that humans get by default will be replace by nothing and given out as quest rewards for the starter zone. Also i hired someone to professionally make the world maps and they have done the large one (all sections of the world) as well as 1 contenent map for a closer view showing more towns,ruins,caves etc I will be converting these maps into interactive maps once i learn the code to do it and this will have pins/markers showing towns,important zones etc
Hi quick post on whats happening The human models became currupt in the update (my side) this just means i need to readd equipment manager and such again same for the elf models this shouldnt take too long on basics. Also after feedback from testing some the deers etc have bugged so i will be removing/updating them Likely there will be a seperate area for combat or just re add some new models. I will also be starting a basic tutorial quest line or video to help new players get a handle on controls and such.
Hi quick post to say the elf models have been aquired earlier to day and is now in the process of implimenting them.
The other races will be added later or as temp models but for now the elf race will be added/unlocked and added basic form (some armours/weapons wont be fully rigged etc
Just a quick post to say a mini update just went live that should fix shop errors (atleast in main zone), npcs dying correctly and chat system reenabled aswell as some cosmetics like icons over npcs heads music on title screen longer day night (was 5 mins on day and night now 25 on both)
Weather has a chance to change every 5 mins
I also made weather volume down so crickets/bird linked to weather and rain not too loud (went from 1 to .1) so it makes it more background sounding.
Next up will be adding in music etc to the enviroment and quest hub decorating etc.
new mounts will also be added soon such as the magic tigers in screenshot
but before this i need a dismount/desummon added in but should be a quick thing
Hi quick post to say the npcs not working and other minor issues being fixed right now and should be up buy weekend this also should fix the shops which open through chat system hopefully making it more reliable. It will also contain an update to make single player and multiplayer completely seperate as a bug was found of single player mode. There will also be some minor cosmetic changes like main menu music but the next patch should just be some minor update sort. Next up the quest hub will be updated with funiture/npcs as well as a tutorial added in game to help players not be too lost when starting
Hi just a quick update to let you all know whats going on. So far the sales are going well enough that i should get paid this month from steam :) (they have a min of $100 owed before a payout) so assuming that happens ill be using those funds to try get some more models or hire someone to write quests for me depending what feedback i get. Twitch has also now accepted my game and developer status so the game is now live and i can now get stats on it being streamed add box art (just added some) and enable drops so people who watch the stream can win in game items (before i set it up i need to learn about how it works) Also im not sure how youtubes system works but its also on there list of games for people to add in game section of there videos/streams (i dont get stats on that but youtube auto makes playlists based on games)
Hi just a quick post to say that a small patch is coming in a few hours after it finishes building. this fixes some minor issues/suggestions which are: Quit button added to options menu Options menu reenabled Options menu buttons labeled Run now toggle not hold Ai fixed so they now die Core system updated so there maybe some minor issues with craft/shops but it should be fine for people on twitch the game is there just no box art yet (waiting on twitch to activate me) https://www.twitch.tv/directory/game/Elemental%20World%20Part%201%3A%20Rise%20of%20the%20Guardians
Hi just a quick post to let people know i rolled back the default builded one version before the AI update (the only change should be ai tpose more) this should bring back options menu an such until i can repatch it in the nxt day or two edit: i also been notified of some bugged ai not dying when 0 hp so fixing that to ideally patched by wednesday edit 2: The base AI/rpg stuff seems to be currupt somewhere so im rebooting the core from scratch (shouldnt effect anything except players interface/camera might not work next update if i made mistake) Assuming a fresh install of the core works everything should work like its supposed to
Hi just a post to say games on sale next week 50% off so should be $5 I made a video of what the state of the game is right now on steam part 1(exploring raid, diff areas,showing skills and crafting spots etc): https://youtu.be/PrKywY-cxEc Part 2 (quick wrap up showing round roman town): https://youtu.be/lFfhozOvsPw While making the videos i found a few minor bugs such as AI not following correct etc but nothing that crashes the game even on my old pc i use for dev stuff Alot of this ill try finish and upload by the end of next weeks sale such as fixing equipment bugs,broken shops/resorces etc but hopefully the videos give an idea on some of whats available right now. If the sale next week goes really well next week i aim to get a coder who can fix/update alot of the core things such as make an update script so older players are not missing newer updates on the characters, respawn system etc but is mostly dependent on sales to afford someone Some of the things i plan to add/update in next year (assuming funding etc there)
- Full races
- Final models for players/races (or ones that dont need be changed for awhile)
- Action combat system with upgraded loot so more relistic
- Upgraded inventory/crafting/processing system so you can do minigames etc
- Random events (combat/skill etc) such as random monster raid/dungeon with limited time or massive ore node springs up
Hi just a quick message on whats happening atm
First the game will be 50% off in next weeks weekly sale (starts monday at 6pm uk time 10am us(-8)) in the next few days i will probally be streaming and such to try show the game for those unsure to buy it at 5$
It be a big help if people who get it review it and share links to the game etc to help get the game of the ground to the point it can hire staff to fix major bugs/replace systems (such as heading to a more fluid combat system such as dragon dogma/darksouls)
Next up is a preview of the temp quest hub which will be a temp model until i can hire a modeler etc to make multiple versions depending the area (scifi areas scifi hub medieval/roman will have more wood/stone design etc)
I also noted some minor issues with a few models but it cosmetic only
(some use broken animators so they tpose more then should)
The first hub will be close to the middle of the starter map next to the road so its around mid point between starter town and roman town.
Hi just a quick post to let people know the updated monsters now live and i aim to now get the quest hub made and added into the game (will be temp model probally) and some creatures updated next for the sale in around 1 and abit weeks time The quest hub will mostly be random/repeatable quests such as kill x of y but i need to check my quest system is working right with the generator. If you own the game and find any issues such as falling through world,broke spells etc let me know and ill look into it. also if you have ideas on what to aim for next feel free put it in forums such as more monsters/dungeons or more quests of type x etc.
Hi quick update message about whats going on First im aiming to finish and upload the monster movement updates in the next 24 hours if possible the goal is to make the monster AI less gliding (still some due to not having animation for some things such as turn so it briefly tposes/half tposes ) Second the game will be on sale for 50% off starting march 18 in the weeklong deal (earliest i could do as steam limits discounts to once every 8 weeks) The goal of this sale is to try get some more players and feedback on what to aim for next (like more monsters AI, where to improve frames etc) looking at stats there is many people on wishlist (around 600) so hopefully this will give many people a good one of chance to get it before any new major stuff hits I will also be changing loot soon to be more generic/easy. An example is slime monster with drop generic monster crystal A which can be traded in for x coins but has a rare chance to drop Slime core etc instead which can be used in creating special items or sold for alot more then default crystal. I also hope to have some of the new races added soon or at the very least placeholder models. I need to check my player models currently but if it does have the sliders the monsters have i can convert humans into dwarfs and placeholders for elfs/wind walkers but that will be done over the next month or two. Another minor thing will be quests will mostly be from central hub/guild buildings to try keep things centralised such as helping people the first guild/hub will most likely be placeholder building but that will change soon as possible. Some of these changes to monsters will be to try get ready for the capture/process systems i hope to add for example kill rabbit in wild get meat/fur depending luck capture it/tame it and get pet/creature to process for meat, bones,soul etc (again all this needs a coder to join to make the system/edit current) Edit: Heres a video showing the differance between current monsters movement and the new movement coming in next 24 hours (hopefully depending on build times) as you can see its gone from 99% tpose+slide to mostly animated (some monsters dont have turn left/rights just straifes so they have use generic turn so slight tposing) https://youtu.be/GR37TKkPQJg Edit 2 9:30pm march 5th: The build is happening right now and is normally done after few hours then another hour to upload to steam so will be live around march 6th of the new controllers such as sen in the videos
Hi another quick post to just say almost all monsters are updated movement but i think i made some mistakes abit (such as turning 180 right instead 90 left etc) but once the last 10 monsters are done ill be making a build and then double check the controllers to make sure there fixed for a later update. I am also thinking of doing a week long mega sale soon to try get some extra income and feedback as its starting to get to the stage of the improvements i want cant be done with just me such as a capture/taming system and better player building/housing/farms and with the slow sales the game gets it wont be anytime soon unless something big happens like media pick the game up etc(similar to what minecraft had where small then news picked it up then it exploded).
Hi quick update on whats happening like i mentioned in the post on forums im reanimating the monsters so there less gliding while moving im around half done and should get finished by end month.
Hi just a quick post on whats happening. First the AI is getting a minor tweek (drop tables and animations to try make it less slide moving) Next is i will be trying to add NPC quest center (these will be random/repeatable ones) to make it abit more realistic eg goto job center/billboard in village rather then bouncing between 5 NPCs to get a quest. Instead these NPCs might be unique/special quests going forward (current quests will stay where they are) Next i will be trying to impliment new armour and skill items although visually they will stay same until i can aford to hire a modeler etc to correctly rig the armour.
Hi quick message to say whats happening going forward with the game: First i sent a few copys to some steam curators to try get some feedback/reviews to hopefully help the game improve. Next the game is on sale this week which will be funds used to get some elf models to impliment as a new playable race as well as some new armour. Next while im testing where i can some bugs still happen such as wrong buttons opening when press diff key (an example was until opened new window options opened on space bar) I think major game breakers are fixed such as help section videos crashing the game so i temp removed that until i can get a fix. The next goal if i can get the money would also be hire someone to get a proper setup to switch players/logout the game corectly instead having to close and reopen game to switch players For anyone with feedback and ideas feel free put them in forums on here
Hi quick update to let people know the game will be on sale the next week starting monday as part of the weekly sale. The main goal of the sale is to help raise money for implimenting the elf race over the next few months as well as test for bugs after recent updates
Quick message to say in the next day or two an update will happen to try fix the issue i found while streaming the game such as missing colliders as well as the new file size Worst case is this update will take few extra days due to slow build speed
Quick post to let people know about the optimizing going on right now. Im continuing with image optimizing compressing the file sizes down an example is an 8MBfile gets compressed to .5 without noticable change meaning when the game gets uploaded next it will hopefully be around 5-8GB instead of its current 11. The next one or two updates of the game will likely just be optimizing and balance sorts then next content will be elf race and adding more armour etc as well as hopefully updated AI+ loot tables but this probally wont be till the start of next year
Hi quick update message to say the game is on sale for the winter sales as well as i just uploaded an update which should mean all armour is properly linked so will show as well as lower texture sizes (some 4k resolution but this has been shrunk to 1024 which doesnt seem to change quality noticably) This change has already shaved 2 GB of install size and i will be editing more later the goal is keep overall size under 10GB.
Also a tip/note to people that buy the game to reach the new raid zone where new trailer and images on the page is from the hidden vally level to reach it just take the teleport in the spawn town.
For monster "heavy" free roam zone visit snow lands, mage island for semi heavy monsters of golems and haunted town for small explore map.
Hi quick post to say what the plans for the next month or two are First the game will be on sale very soon so it would be a big help if you spread the word about the game as right now its only word of mouth marketing. The next point is i recently brough modular armour for the players from the same creator as the current player models so i will be adding the new armours in soon. The creator is also making some elf models which i will likely buy as there also modular like the humans so will save alot of time and money then getting another modeler to create new ones from scratch. This hopefully means in the next month Elf race will be unlocked and added as well as alot of new armour with ranging designs from chain to leather. I am also reducing texture sizes where i can for now to save disk space user side but this shouldnt be to noticeable its mostly changing 2048 textures down to 1024 but should still keep the same nice look on textures until i can combine textures better (so 5 large textures on 1 compressed big one) I also noticed i forgot to link the equipment manager to the new armour so players wont show armour while equiped but this will be fixed soon.
Hi a quick update on whats happening at the min with the game is im looking at ways to decrese the file size where i can alot of the size seems to be textures an example is: 1 GB models 1 GB scripts 1 GB sound 8GB textures etc Hopefully with some tweeking of sizes etc i can get this down saving space long run
Hi just a quick post to say whats going on While i wait for feedback on the new content i am updating the site from the breach/wipe to a new look so info on the website may change abit but nothing major In the meantime if you have any questions and feedback just put them in the forums
Hi i just updated the game with the first part of the raid unlocked the first part is to test AI health combat etc so feedback on that would be handy.
To get there take the portal to hidden vally in spawn area this is the raid prep zone with vendors of the new mega potions armour and weapons
From here follow the path up to the top to enter the dungeon/raid
To leave prep area just walk on the telepad where you spawn in
With this update i also has disabled teleporters to the party zone but kept the room the so players in there can safely exit.
With the monsters right now they have default loot drops of "junk" but at the end of the raid is a large loot chest with random set of items from armour to high money
https://www.youtube.com/watch?v=Z8LvTh9xVeA
Hi everyone quick update on whats happening
The raid mega dungeon is almost done upto first boss/miniboss
Due to the size it will be released in chunks
Below is the probable split of development:
Section 1 will be the current release 2 will be in the next month hopefully although over the next month or two may be balance changes such as drops health etc and also upgrade to AI.
To go with this is a new zone for just this raid to gather supplies/plan etc
I just need to add npcs shops then done.
Hi just a quick update to let people know whats going on I have been working on AI but something about the new AI corrupted so i will have to edit existing AI for skeliton and do a work around the downside to this is sometimes the AI movement clunky. I am also planning on getting the base raid added by my birthday (10th) so players have until then to claim the annerversary event items before the portal to there is disabled. The AI/raid will not likely be 100% completed by then but the uploaded one should have enough to the first boss atleast. (i have to manually place and edit 200ish rooms worth AI) I will also be adding more items to the list so players can do more damage and health for the bosses as soon the respawn will be at points rather then where died.
Hi quick update on whats happening so far After doing some tests it turns out the optimizing messed up npcs so shops dont sell correctly and npcs have 0 hp so stuck in infinite loop of never respawning. I have fixed this by moving all npcs to main level so they have there health and stuff back and im working on some new npcs for the new dungeon/raid aimed for release in next week or two I have also fixed the music player from party room not destroying self after leaving the level On another note it would be nice if the game gets nominated for labor of love steam award so if people could nominate it it would be nice :)
Hi everyone quick preview of the next big update which will be dungeons
The first one made is a mega dungeon that will need alot of people/time to complete/explore.
Below is some images of scale
In game of starter room
monster to show scale (same size as player/most human sized monsters)
Top view of the main room
The rest of the dungeon (multi leveled and many blank paths)
The green highlighted room in the image the main spawn room
Between there and the end room is currently aprox 200 rooms/coridors as seen above
Here is a side/top view to get a better look at how the levels go up/down and the biggest room type
So assuming 1-2 mins per room to clear/get across its possible a few hours to clear and explore fully
Hi everyone as i not heard anything back so far im going to assume everything is going well in game. The next step ill be working on is adding more outfit parts to the game as well as work on making new dungeons and upgrading AI abit. Dungeons may take longer then expecected but will hopefully be the next big update In the next mini update i hope to add some npcs to the new town so its not so empty this will happen sometime end of the month/start next when i stop the year on steam event and the masks are nolonger avalible
Hi everyone just letting everyone know for the next week the game will be on sale as part of the anerversary/birthday on steam the sale starts later tonight (10 am pasific) and lasts until next week
It would be a big help if you share the games link around so it has the best chance of making enough to get some big updates but if it doesnt then it will continue getting updates in small batches :)
Hi everyone this is a quick anousment letting you know of the latest update and what is in it.
First of all its coming upto our first year on steam so as part of that i have added a party room to the game which for a limited time will have a free gift of a mask to transform you into a pixie or genie depending the color you picked. To claim this just talk to the fairy in the party room.You can only pick one per player.
Ontop of the new item i added in a few dance emotes/spells found in the spell tab so that you can dance abit at the new disco in the room shown below. that has smoke machines,lazer lights etc
There is also a large empty area where players can socalize and test there new masks by the entrance aswell as cake that gives +100 food (so if hunger at 0 you fully feed) I added hunger back but at 0 there is no damage just a message to remind you until i can get more food and stuff added
That about does it for the new party room which in around a month will be removed/emptied it might be reused for later things if so just the food tables and stuff will be removed an example is if sales go well in the next month i can probally afford to have help to do a december holiday event too.
Onto the next part of the update I have spent alot of time tweeking and converting the main level to now stream the monsters landscape etc into the scene so instead of one huge level that drains frames and mega load time it fast load time and hundreads of mini levels that load on demand as player gets close the downside is during loading in there is frame drops but overall it gives much better fps and load times.
To prevent falling through world i have placed a special block below spawn in main world that keeps player safe after loading of needed assets down it warps you to right spot so please try not to move off it until done to prevent falling through world.The carrage now also has a special sticky part inside so players that jump in move with it rather then falling though it/slingshot out while on this dont move if you can see terrain inside the cart or it will register as walking on terrain and warp you out to the spot you was but for easy access to new town just use horse/walk following the road the carrage uses.(Roman theme town still work in progress)
The forge also can now mage a huge selection of axes and shields more to come soon
I think that does it for now as this latest one mostly a huge optimize update but brief overview for those that dont wanna read a huge thing of text:
-Party/event room added with food that fully restores hunger,Disco and free event item
-Huge frame optimization and load time reduction
-Alot of new craftables added (blacksmith by the forge sells ores)
If for some reason you have any issues such as crashes missing textures etc please let me know if the forums on steam so i can fix the issue asap (most things can be patched in few days)
Hi just a quick minipost to let people know the latest version is being built now it should be all done over next day or two and uploaded I will be posting another anoucement when i launch it as part of a steam visability round. For those wishing to help with tests the new stuff is: -Making sure the npcs work with new optimization (make sure enemys dont despawn when fighting) -Test trade friends list and chat (multiplayer) -Make sure crafting works correctly -make sure shields and swords equip and show correctly -genral fps/load time speeds on your specs Any feedback welcome but these items are the new things so would be prefered feedback on them as these will likely have the most issues.
Hi over the next week i will be updating the game with the new performance boosts this should speed up the game alot (personally for me in editor the load time has been dramaticly reduced from upto 30 mins for main level to seconds) The tradeoff is everything is loaded as you run around/load up so when first load level the terrain and area around you needs to load in during this time a large fps drop happens while cpu loads everything in area. To prevent falling out world i placed a "safe" zone where player spawns/teleport ends up to avoid falling out world try not to get off it as only way back the emergancy teleport with 5 min cooldown. I am also in the process of adding a ton of new weapons and equipment to the list and player even if some of the needed resorces are not findable yet the goal is with this next update take advantage of steams promo for extra marketing to help give the game a boost with this big update to try get more eyes on any issues such as floating buildings,crafter issues etc Edit: as its almost the games anerversry on steam ill also be making a small room for party stuff and in game presant to players (the room will be disabled in another update probally a few weeks after so item not obtanable after) Edit 2 here is a video i just made showing the current game with optimizing and a starter spell im testing for the first year on steam party limited item to transform you into a fairy/genie etc https://youtu.be/NoY5p3ZDhgY
Hi everyone quick update on what's happening so far. I recently brought some new software for optimizing the game such as making the terrain split and streaming parts of it so instead of 1 big level its many parts streamed into 1. I am in the process of converting my main level into this new format but its taking longer then expected. I also brought a pathing tool to make nicer roads that work on smoothing sloaps and making naturatal curves so the roads can dip/go above base terrain as well as updating the npc carriage to follow this road so it falls through terrain clipping less. I aim to get optimizing done by end of the month which should help improve load times and fps alot (some pcs i seen people getting 60 fps others get 20 etc) Edit: For anyone intrested after inital test of basic setup the main level now went from unity editor 15-20 FPS to 50-80 :D There is some minor issues with the range of things but so far things looking better
Hi just a quick update on what's going on I recently took a few days break from the game dev to unwind abit but im back on it now so far i have not recevied any messages about any bugs causing issues so ill assume everything ok for now. Over the next week or two i should finish adding in some new armours and weapons as well as fix floating buildings and add some extra bits to the new town such as crafters or shops. If people have suggestions on what they want to see next let me know and i can try point the dev in that area such as more quests/better monsters etc
Hi just letting everyone know whats happening so far. Uniity recently was part the humble bundle sale and had some assets on there which i got and while some i had already like the monster pack there was alot i didnt such as sound and music packs,effects for spells etc so this will help the game look nicer going forward. The plans for the next update is to add some basic npcs to town as well as add some more items in the database and fix player equipment not showing as well as minor fixes such as shorter grass around the villages (currenlty taller then player) and floating buildings in roman town.
Hi i just uploaded the latest version with the new updated boundrys and new town etc but noticed some minor issues due to core system upgraded Some these issues are: Hunger system reenabled Options menu missing performance around new zone has some drops now and then Floating buildings Chat possibly bugged I plan on fixing these in the morning as 3am almost The planned changes will redisable hunger system and renable options menu In the new town some building are floating/missing colliders so i will try fix that too but main focus right now is disable hunger and enable options so might be a mini end of week type update. Windows version should be done by tomorrow with mac/linux day or two after edit: i have rolled back the default to the current version before the update but kept todays update on test version (enabled in steam options of game) This should mean little interference between the update, Update sep 5 I just uploaded a version for windows that fixes options menu remade occulsion so things should be better optimized in new zone and hunger should be disabled Mac/linux i hope to finish tomorrow
Hi a quick update on whats going on.
So far im working on making a market for the new town as well as fixing the path finding on the AI transport
This market should start selling the updated outfits which should also be implimented soon
Below is some screenshots of the rough market and where it will be
metal armour and weapon vendor:
Cloths/material vendor
Meat vendor next to fish vendor
Location of where it will be in town(white block)
Im hoping to get the market done by end of month and hopefully uploaded shortly after (depending on how fast it builds)
The new outfits has a color zone so some colors are changeable such as trim on mage outfit in picture 3
An example of turning it red :
Edit: the market will be delayed a day or two while the core system is updated this should upgrade the skill systems and ontroller so player looks toward targets etc and horse can jump over stuff and more but needs a day or two to update and check nothing broke
Hi just a quick update on whats going on I have been working on removing excess colliders and models where the new town will be and setting up a end travel point in the town. Right now things going abit slow due to the models being only 1 sided so building the town abit harder to see and the travel waypoints abit confusing to do some things on like slow down etc but looking at the manuals etc atm so hopefully i can set it up right. As i have had no messages in the last week i am currently assuming there no major issues with the new version released last week but just incase im also checking my side where i can.
Hi this just a quick update letting people know the patch for latest version being uploaded now and should go live in a few hours in this patch from last one is mostly minor fixes such as fixed rabbit AI new zone in starting area as well as fixed AI navigation and the resorces should be fixes so can be harvested as well as minor upgrade to experimental fishing.
The game is also been added to this weeks weekly discount so its 25% off for the next week starting 6pm UK time/10am PST the hope is to get 100+ sales so i can get some new art things or mabey hire someone to make quests or optimize the game better etc. So it would be a big help if people share the link to the game around to help get it some more attention so sales hopefully eventally skyrocket enough to get full time staff and add more content faster and fix bugs fast but until then ill be working on adding what i can and fixing bugs where i can when i get told about them such as the recent login issue :)
Over the next week while its on sale i aim to fix AI of more monsters such as the weapers on haunted level and build the new roman town with AI transport that players can jump on to get a life between starting town and the roman town/village
Below is some screenshot of the new terrain with the WIP town (the uploaded version has the villages and buildings you see in picture but not the walled off area that replaceing 2 mini towns) The cart you see is a steampunk car that will patrol between the 2 towns and possibly some the mini villages between for faster transport
Hi just to let you know over next few days i will be uploading the new version of the game with the new terrain added and some fixed ai/items If there any major performace issues with the terrain on first level cauing crashing where it didnt before let me know and i can roll it back to current version. I will probally also put the game on sale soon to raise funds for hiring a staff member or freelancer to do a good overhaul on some aspects or someone to quest write etc. The new terrain is located "north" of start castle (walk out gate and it on left) This terrain has few farms and mini towns similar to whats on winter zone and the start of a sea As of typing the windows version of the new version built and doing linux/mac now but pc many years old so slow cpu so takes awhile to switch platforms but when all built ill upload and probally make a new video of things to do and such
Just another quick update on progress so far
I have just finished off a new terrain linked to the current main one which will have a new main town on aswell as small buildings and villages.
The downside is due to my current dev pc being around 5 years old Unity is struggling to have the scene running so the development might be slow until i can get a new computer going for developing. Im hopeing with good sales and saving up personal income i can get one to replace my current old rig in the next few months.
While this wont stop development it does slow it down as it takes few hours to render a build and switch between mac/linux/windows build etc so until a new machine is avalible it might be slow updates
Ontop of the new terrain made i also got some roman themed assets for making a village but this might have to be a seperate level until the problem above fixed but then the town will be added to main level on the coast of new section of terrain
below is screenshoots of the new roman assets as a town (taken from the asset creators screens) I will be using the assets to make a new town soon
Hi just a quick update on whats happening so far First im fixing the minor bugs caused by wrong labels eg banana trees cant be mined due to it looks for skill in wrong area so stuck in mining loop. I also remade navmesh so ai walks on the proper terrain (mostly affects rabbits in feilds). I have also started updating golem AI movement so they should be less clunky and i will work on more found in snow area later. I am to post this update over the next week or two depending how long it takes to make sure there as few bugs left as i can manage. After this i will also start work on a second town or possibly some transport system for a city or something.
Hi this just a warning to anyone planning on making an account for multiplayer over the next 1-2 hours As multiplayer is not sending confirm emails i think i might messed up mailing system so will be fixing it server side so during this time create account might have issues working. Hopefully if it just a small issue it will be done in next hour and it will post it in this post any accounts i find in db that tried creating account i will auto enable if not done after im done so players can log in the only thing ill be changing server side is create account confirm part and mail system so rest game should be fine Edit: Should be fixed now turned out in config it was setting was set to true instead of false as well as old details. The signup should work as my test account i made sent confirm email and activated but if any issues just let me know sorry again everyone :)
Hi everyone just an update on whats happening. I am currently working on getting the ai improved with correct animations rather then generic ones i am also working on fixing the players equipment items more. Thanks to everyone who recently brought the game as it should mean the game reaches steams min sales amount to get paid and i am putting the money toward some assets to help all my games such as a path maker for AI An example of this would be transport such as trains following tracks. The question i have to everyone is what would people like more free public transport such as a boat that goes from A-B (for those that play world of warcraft think stormwind to northrend) i have a basic version i use for my panto but to advance it to transport needs bit more editing due to needing to stop/start at points distance etc or would people want other systems instead first such as more models/enviroments etc
Hi just a quick mini update on whats happening. I have edited the rabbit ai to now work right with kill counter so when you kill them the counter goes up and updates the quest logs. I am also in the process of doing the same for deers as old temp ones had the rely on the skeliton model with an unanimated deer attached to it i will probally finish this today and upload it in next few days for people to test out the main bugs i will be looking out for is ones related to quests such as not acepting right items monsters bugging out etc edit: deer ai now updated and im building the new version now this is just a mini update where there few extra quests and improved ai animations
Hi everyone just to let you know the games on sale and i am in the middle of doing quests and few ai improvements such as making a rabbit.
The quests are basic fetch/gather and talk quests right now but give the new currency im adding of quest tokens these can be traded in later for items such as pets and mounts.
I am also degradeing the spell list from the spellbook image to a basic box this should help with selection and grabbing of spells and abilities.
Right now skills will stay same as that is more a view what levels are then a clcik and drag sort.
A goal for this sale is 100 sales as this should give enough extra income to buy more monsters or mabey hire someone to help write some quests and such but if it doesnt make that then it just means slower roll out of the quests and such
Right now the rabbit ai i just made has small issue of not moving (it animates like its moving but doesnt move) but when this fixed it should be added and updated. After testing it still attacks and dies like monsters so the move thing should be its only issue right now
Edit: mini update rabbit movement fixed and now drops being worked on
Hi everyone this is just a quick update to let you know whats going on so far. I am in the process of testing out some upgraded skills such as the fishing one i mentioned before as well as making a few extra quests. I plan on having the extra quests done in the next week or two but real life stuff getting in way now and then so it might be a little delayed but ill try get new stuff added and upgraded soon as i can. I am also letting you know the game will be on sale very soon and if i can get 100 sales then it should be enough for some new enviroments or some ai or whatever is needed next to help speed things up
I have started work on making a stage for the panto i am making that will be a seperate youtube video as well as an in game you can see it when done
This panto will be adult themed an example line in it:
Sarah: (To Dick, surprised.) Hello, who are you?
Dick: My name’s Dick Whittington, but everyone calls me Big Dick.
Sarah: (Looking down at his codpiece.) I can see why.
And also another line :
Captain: I hope you’re not expecting us to smuggle drugs into the country?
Bosun: I hate people that take drugs. You know… customs officials, police… They were down at the bus station the other night, and…
I have tryed to set the stage up in game like an actual stage and will add things like fog machines and pyrotechnics etc later right now is basic set stuff such as backdrops and props
Hi just a quick update on whats happening. I am in the process now of updating the fishing skills with rare drops as well as possibly crafting these will be added along side the current ones for testing then when i know they work as intended remove old ones. An example is now fishing has the basic 40% fail chance like before but now when failing there is a 50% chance the get a junk item (a herb is stand in item for now) on hit it is 70% to get default fish 20% for rare fish (will be like tuna or resipe item) and 10% of treasure (treasure is then split same odds at small medium or large) treasure will be items such as gold,tools,weapons,ores and ingots This is also being used as a test to make junk piles/scavenging piles such as finding herbs on trees etc so later on you might find a broken car scavenge it you might find a tire which can be broken down to rubber or used later to make a mount I will also be working on adding few quests and double checking i put a world border on all worlds but as i have had no feedback i will asume for now i have For now when i make armour in game to help things look right i will be reusing the same assets on plalyer eg a leather chestpiece will look the same as steel chest they will all just activate the player models chest item for now as a tempory measure until i can hire modelers and such to properly rig and set up armour so it doesnt float/clip player (the stats the weapons and armour give though will still apply to player so steel will give for example +50hp but leather only +10)
Hi just a quick mini update on whats happening I have done a temp fix on npcs that was only shop in chat of turn them into just a shop and building the game now windows version will hopefully done and uploaded by tonight with linux and mac tomorrow. Hunger is suspended for now but the crafting of food etc still there for when its reactivated when more stable/coder on team who can update it
Hi this just a quick mini update the minor fixes of missing colliders should be fixed now on windows version and its uploading now will be live in next hour or two for windows only mac and linux will be built today and uploaded hopefully tonight due to the extra processing time it takes Again if anyone finds floating objects or missing parts let me know in forums as most things can be fixed fast are missing collider or shops etc not working Another mention i had is ui to big but for now that will need to wait alittle unless there an exact part edit: After more tests the chat shops and some crafters seemed to be bugged still gonna try fix that today
Hi this just a quick update i just updated the game with a mini update fixing the online lobby making ability adding more veg into the shop and adding some quest npc and resorces. This is live now on the latest version.
After some minor testing it has poped up some minor bugs such as not being able to fish in the water and some npc shops not opening through the dialouge option/missing colliders on some items.
I will be fixing these now and will update the windows version hopefully by tomorrow with the linux and mac shortly after (mac and linux take the longest to switch platforms too)
In the meantime can people who play it let me know if there any major bugs found such as missing colliders,crashes etc in the forum.
Some in game images are below
Quick update to say what's going on the latest version should be live now on all platforms a new online account will need to be made due to losing the old database to play online but single player shouldnt neeed one The new version has some basic resources and monsters and craft stations but missing some quest npc for now but ill be adding them later today and uploading that version over next few days In mean time if you find any bugs let me know by posting on steam forums edit:on my pc im having freezing issues on load screen this could just be my pc but let me know if it a bug for others too and ill try look into it but this mabey just im usng a 5+year old processor I also noticed it skips lobby screen due to a mistake in settings set to local meaning rooms are local based not networked this will be fixed in next update in few days when i add npcs/missing resorces etc but using multiplayer still saves to online so when its up the players will still work in the new rooms etc
Hi this is just a quick update on what's happening. I am in the process of making a build version of the game right now this takes a few hours due to slowish processor then i will upload it hopefully in next 2-3 hours. The version uploaded has monsters,skills,resources and a few levels to explore including the cave. It is currently missing quest npcs and a few resorce spots but i plan on adding these after the first build and make a second build in the next day or two with the quest npcs and missing resources in. After this i will be adding more quests and resources as well as try fix temp items such as the deer and the broken weaper models
Hi quick annoncement to say i am livestreaming the updated look and content of what will be uploaded soon on youtube. It will also be saved for later viewing I still am adding to it but gives an example of what new version will look like and spots on the crafters to click https://youtu.be/UEkcaOym4Xg
Hi just an update on what's happening I have been having some issues with the computer i use to develop so thing have going abit slowed not helped by depression and stuff but im working on getting the game back to fully running. With some minor code tweeks i think i have fixed the equip issues (items not showing on players) so hopefully when i make a public release player equipment etc will hopefully work. I also still need to finish making some broken colliders fixed for resorce collection and starting inventorys bugging out in tests. Hopefully i can get everything back on track soon and get better load times and general performance boosts and more content
Hi now that the hack situation has been sorted (everything being super checked monday) the focus is back on updating the game. The main focus on the first update will be fixing broken colliders caused when i optimised the game by fusing most buildings etc Making sure the camera bug where goes to black fixed as well as double checking basic AI and crafting/tp working A current bug is meaning starting items are missing which im trying to fix hopfully i can get this done in next few days, My goal is to try sell 20 copys a month to have a regular income from sales which should hopefully mean i can get some part time help to improve things faster
Hi just a quick update on what's happened so far The main focus has been getting the site back up and running After talking with hosts security team it was found the core wordpress was hacked so the site had to be reset back to a fresh version of wordpress (content and databases fine but the theme and plugins had to be wiped and removed) It is now in the process of google checking it and the security team double checking all currupt parts gone early next week but the site is back up so players should be able to connect I been told no access to the database happened but it might be best to reset account passwords to be safe :)
Hi just letting everyone know im having a mini emergancy on the game I just recieved a hacked page alert by google on the website and my hosts have "suspended" the page and i wont be able to find out the issue until they open This seems to mean online functions are being interfeared with and ill be working on how this happened and how to fix it. Assuming this was caught fast enough and its just a spam bot adding pages hopefully there is little to no damage to the website except interuption of online functions
This is just a quick update on whats happening So far i am working on fixing the camera bug which seems to bug the graphics as well as update the tavern and other items that was causing build issues I am uploading a version on win 64 in test of the latest to see if that fixes it (i think it doesnt like an effect so trying it removed) It also has all the performance upgrades added so far. I will be making a video on this soon of what it looks like Also the game is 20% off during the lunar sale :)
Hi everyone an update on whats happening so far i have fixed the puple missing texture on main world and adding npcs to the mage world as well as oday i am going to try focus on resorces such as food and weapons. I am still have some issues with ai and equipment handler but it should hopefully be fixed soon. The main focus has been optimising the levels as improving framerate which has been going well so far such as main level no options was 5fps in inspector now 30+ In game after emergancy patch it increased upto 60s with options
The emergancy patch is live and working I had to upload it in the half created state due the the network issue cauing a major issue but it should be fixed now The downside is while performance things working and im now getting 60fps The old tavern and blacksmith is missing textures and such as they was fused before the performance fuse currupting them This sems to cause a issue with the screen inverting ot something when close to them I will be fixing this issue first and then continue working on NPCs for mage island (some there new models in at the city in middle but no scripts attached for interation)
Hi over the last day we have had some issues with our website as the site we was shareing space with did not pay hosts so they shut down the connection. Since finding out i have repaid the host directly and everything should be going back up soon but due to ip changes it is causing some DNS issues. To access the website currently use http://wiseowlstudio.co.uk I will be talking with hosts to fix the issue in a few hours when there open and hopefully the connection to the database and website can be restored fully edit : i will be pushing out a updated version today that should relink the database with the game and fix it
Just a quick update on what's happening i have started using a new tool to try optimise the game better and things in the editor look good for a start buy combining all the city into large meshes it has reduced the stress on loading textures etc so instead of loading 1 texture on top 50 buildings using 50 resources it now combines all 50 buildings into 1 so only needs to load 1 etc. While this messes up the LOD system abit it seems to give a much better performance boost. An example in editor: camera in middle town with LOD was around 3fps (unity stats) with all the mesh combined etc around 20fps This is before options menu settings such as LOD distance, and culling etc are updated /added Hopefully this change heavly reduces load times and more FPS I will be testing this later and if it works uploading over the next week after applying it to all scenes EDIT: Right now there is some issues with the website due to the person we was shareing space with did not pay host and the host disabled the site which had the games databases on it i have paid them to redo the site but while the site switches to its new IP etc the game database and site may be unavailable until the site reseeds to main internet
This is another quick update on whats happening so far Due to the project having so many assets over the years it is now hitting super long load times booting it up and editing it so over the next day or two depending how long it takes i will be auto cleaning the files and moving non used ones into a seperate folder which i can later move back to the project. (the current files being "used" before clean 100+GB) hopefully this clean will help lower the game filesize overall and help streamline things better. i am still haveing issues with the equipment manager but it should be fixed soon but right now to open the database my project uses takes hours hopefully this clean will reduce this to a few mins and i can get it fixed soon So far i have also added the npc villagers to the island and will finish off them and add the shop attachments etc later today depending how fast the clean goes
Hi this is just a quick update to let people know what's happening so far
I just brought a ton of NPC models that customisable that range all types of zones such as scifi soldiers/plain cloths fantasy gear modern day plain cloths and suits etc there not fantastic quality but should do until the game gets to the point of can hire coders etc :)
The goal of getting this is so i can make more humanoid AI as well as npc to populate the towns etc
I am aiming to post a mini update by the weekend as im still having issues with some of the AI the mini update should add new foods and resources.
If you find any monsters not walking right etc let me know so i can try focus on them first
this is just a quick update to let people know the project still being worked on but AI is being abit tough to set up right. Once i have all the monsters i added working right i will upload the version to steam for everyone to play If people find any issues such as monsters not moving just let me know on the forum here so i can try fix it by next release
This just a quick post to let people know whats happening in the next few weeks. With the new monsters added i will be focusing on trying to get shops,resorces and other enviroment things in as well as improve the AI. I also have got my first paycheck from steam and while the first one isnt big it covers the cost of some of the monsters i brought so it a good start :) (bit sad 1/3 refunded but i will still try improve the game) We will be part of the winter sale that steam normally do so it would be a big help if people buy it as the plans for the next paycheck if it enough is to improve load times as start screen to first level is long and i want load times under a miniute. If the game only gets low sales hopefully it willl still be enough to continue making monsters,etc to improve the game at a decent speed
The latest version is being uploaded which adds a ton of monsters to the new zones:Mage Island and Winter village
The AI is basic right now but i will be updateing there animations,AI and drops asap
The new monsters are a massive collection such as goblins,ents,wyverns dragons gryphins etc.
Below is some images
(image from the creator of the monsters)
In game golems found on mage island
12 types
The dark golem near the graveyard on mage island
the images was taken in unity without any filters etc so they might look better in game
Just a quick update on whats happening i am in the middle of setting up around 30-50 new monsters which right now have the same basic AI as the skelitons : Roam,Find player,attack Some of the animations might be off on some models but they should atleast respond right Next step for AI is upgrading loot for some such as golems dropping mana potions checking if they have enough HP etc I also plan on double checking the new zone waters are fishable I aim to get these added and updated by around 20th
After doing some testing on latest version it seems the teleporters are linked wrong i will fix this and upload a new version later today hopefully
Just a quick message to let people know i have added some basic performance boosters into the levels as well as i am going to be uploading a new version in the next day which has the 3 zones added: Necro village - the next area for necromancer quest Mage island - Island zone for mages to practice magic on Snow Villages - The new winter zone Right now there only populated with basic buildings and water (No npcs,no or limited monsters, quests, resorces etc) The main goal of this is to check the frames good and give more explore areas Over the next month i plan on adding NPCs, monsters,quests and resorces to these areas while working on overall load times FPS (ideal situation is get alot more sales to hire a professinal to optimise loading etc) From tests i been getting 30+ FPS on most maps with the new basic performance boosts
As its just turned december i am working on a new zone for people to explore
This is a winter/snow zone using the weather system recently implimented i have give the day/night cycle the same position as Greenland i have also set the weather to auto control snow on ground as well asperminant winter for that zone (this only changes rain to snow)
On top of this new zone i will be adding in a ton of new foods and minable resorces (logs/plants/ores etc) and trying to add more quests and dungeons
I aim to have the new zone basics added in the next week or two with teleporters NPCs etc
Here is a image of the snow zone so far:
Hi just a update on the latest release I just tested the latest public steam side and it seems on win 64 its crashing when click on help videos i am currently rebuilding the version to see if there a minor differance that fixes it if not i will look into other fixes (it could just be my machine) As a temprory measure i will be uploading them to youtube channel and making a steam guide where they will be linked
Just a quick post to let people know the latest version is being built and uploaded and will be avalible on normal branch of the game This is just a mini update where it will have tutorial videos and lore on main menu.Chat button fixed and a global options menu so you can change settings in any scene. This menu is more advanced but gives much better fps control such as change LOD in scene so if you get poor performance crank it down it only loads models 100ft away instead 300 etc
Just a quick update post to let you know whats going on
I am in the middle of upgradeing the options menu to a more global one as old one only linked with main level/main menu
This also has advanced options such as lod bias etc to access this menu from any scene clcik the big cog in top corner
I am also making a page on the main menu for videos on lore and how to do things in game such as craft,trade etc
Here is some previews so far
I aim to have the basic tutorials finished and the mini patch uploaded in next few days
This is playing from the unity editor as this is what is being uploaded in the next few hours.In the video it is using fraps to show the FPS while i play The video is mostly showing the new weather/day night and new zone and i do some of the quests My dev pc specs: cpu: amd FX 6100 Ram: 16GB ram OS: win 7 The lowish FPS and load could be from old cpu but i aim to get n ew pc soon and ideally would like some feedback from players Some quick timecodes: 01:00 Player create new models 03:00 New options menu 04:16 Quest Board 06:32 Crypt 11:20 Necro Village Loads 16:17 Necromancers Mansion and the weapers 26:50 Lauras house,Rain and forage spots 27:24 Find the ring for quest 30:00 Find rat tails and quest hand in 36:45 Find QTrain https://youtu.be/gTE4Dm9-XD4
Just a quick update to let people know i am in the process of building and uploading the latest version as a mini update in prep for the necromancer quest line update.
I have also changed player models to be both the same "human" vs and wizard model and a soldier model i will be livestreaming /recording the game once it updated on steam and show of the new player models and zone
This has a new area of a abandoned village with the necromancers mansion surrounded by weapers such as below and later the inside of the mansion will be avalible as well as a crypt/dungeon. Right now the main slowdown is no funds to hire someone to make the quests/models etc while i work on zones etc but atleast sofar there has been a few sales that gives enough for a pack or two of models
So far the new player models have been implimented and work for animations but right now a bug with equipment not being added to the model im looking into a fix. I am also currently adding the Q-Train (quantium train) Which will provide transport to differant areas such as medieval start town to the main city that more high tech
I have just brought some new player models which i plan to implement over the next few days right now i have set up the basic model and will test if it animates right if that work i then have to try get the equipment to show and if this all works then it should be implemented within a week.
Just a quick message to let you all know there will be a quick update soon that should fix the new quests (currently it flicks through them 1 at a time instead pick buttons) Also if your having trouble getting the quests from the board try clicking the bottom of the board near the feet as this seems to be where the collider is most exposed
I am in the process of uploading the new version with some new monsters few new quests and some basic optimising so things should hide when out camera view etc as well as the new quests and shops chat should be google translated into german,french and spanish but the accuracy might not be 100% the new quests are : Get some rat tails kill monsters in the crypt for heads (leads to later quests in development atm ) find a ring and trade in deer meat If there are any bugs such as cant turn in quests correctly let me know in forums and ill try fix them Uploads currently take 6-8 hours from build,switch repeat so will be done hopefully around 3am UK time
this just a quick update to let people know that in the next few days i plan to update the game with a few more npcs,quests and monsters if people have ideas what they want seen more of let me know in the forums and ill try focus more on it Also any bugs,missing colliders etc let me know so i can fix this
This just a quick message to say there will be a quick patch in the next day which should update the graphics menu with options for resolution and other minor fixes and then later in week will be more quests and monsters
Update on last message i have updated the game wiped player data (accounts still there just wiped players) as i moved old dungeons to new levels etc
In this version i have the crypt and church by spawn added and i plan to add some more monsters,quests and NPC over the next week or two to add more content
Some of the new customisable monsters are :
eye monster (floaty eye)
slimes and jelly type monster (like slimes only no brains/features)
exploding bugs
a reaper/waith type monster (if i use stone texture there similar to weaping angel from doctor who)
I will be trying to add new content as soon as possible and if any bugs like world holes etc let me know and ill try fix it
Just a quick message to say steam finally got back on last review and it passed so it can be released I am doing a quick update moving crystal caves to main level to tr get rid movement bug and adding a emergancy teleport to spawn incase fall out world etc I will also be reseting player database so everyone spawns with right stuff etc The build and upload will hopefully been done in next few hours then it will go live
Hi just a quick message to say i plan to release asd ap but steams reviews process takes 2-3 days on advedrage and they dont release on weekends so it will release hopefully monday :)
Hi everyone just a quick update to let everyone know whats happening :) The releasee is being pushed back a few days while steam review the fixes that they needed for release hopeflly this time it goes through although they did find some easy bugs such as respawn and starting item bugs. In the current release there is around 75 skills although most these have not been updated yet but i plan to fully impliment them I have updated the world with basic ai and quests and aim to make a ton of quests,npcs and convos over the next few weeks My short term goal is 1000 sales (after refunds) by end of year as this will give the game a boost that we should have enough to upgrade the base systems with a coder as well as models for all 5 starting races (right now human stand in NPCS) Id love it if this game became huge (100k sales) as this would mean things like full time staff so more content faster but if not ill still be work ing my butt off to try add content when i can as soon as i can. Right now the imidiate updates i have planned if i can get a coder is : impliment new combat so its more action based with things such as lock on (so u walk around a target) player customise as well as upgrade the starting models and AI Even if this game only has a few players to start ill be trying to add more content from what i have such as items,quests and npcs/stand in npcs. Right now the multiplayer can hold upto 100 people at a time but this is easily upgraded as network cloud based I hope people stick around and give feedback so i can continue to improve the game as well as make more games in the future . Thanks for reading :)
I am currently looking into alternatives to replace the core kit to make it a better experance. So far i have found some bits that would replace crafting,combat the inventory/equipment and shops If i went this route id be missing networking and probably loot and skills right now im sticking to my core kit until i can hire professional coders etc to implement the changes and fix any issues but shortly after release there might be major changes/upgrades as code and art get upgraded Here is a video of the game so far where i show what you can do in game and some of the bugs aimed to be fixed Since recording some minor things have been fixed such as wrong database as well as buying a new controller to make things more action based https://www.youtube.com/watch?v=SPXnT3M9y4U
Elemental World Part 1:Rise Of The Guardians
Wise Owl Studios
Wise Owl Studios
2017-11-07
Action Indie Casual RPG MMO Singleplayer Multiplayer EA
Game News Posts 173
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
5 user reviews
(5 reviews)
http://www.wiseowlstudio.com
https://store.steampowered.com/app/340140 
The Game includes VR Support
Elemental World Part 1:Rise Of The Guardians Linux [2.11 G]
Currently features multiple skills that level up as you do things increasing success chances and damage some of these skills are :
- Mining
- Blacksmithing
- Fishing
- Sword work (melee combat)
with Many More In Game and to Come Soon
A magic system is also implemented with Abilitys such as AOE, Mounts, pets/summons, Buffs and heals even the ability to transform into monsters
The game also has a hunger system so cooking and other survival skills are needed to explore the deep wilderness
Swimming,questing and basic combat is implemented with plans to upgrade to a full parkour system soon so you can climb dive and explore wherever you wish
Currently a basic quest and combat system is implemented as well as basic AI
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