Blue Saga

Probably we’ll do it as soon as we get something to feature.
As much as I am also impressed with this project, there’s no demo or anything playable for now, so it does not really fit into the Feature session. The rules for featuring a game are here .

Oh, Sorry for not “reading and understanding” The rules.
But I did mean "Once it actually gets released someday.

Got the new bounty system to work now, so you will be able to place bounties on each other next week:

https://pbs.twimg.com/media/BAaiSBrCIAAL0xH.png:large

After one and a half years of development, the first playable version of Blue Saga is finally available for download.

It is still an alpha so nothing is really 100% accurate and many bugs hides in the bushes. So download the game at www.bluesaga.org and enjoy!

So remember, since it is an alpha anything can happen, so here are the rules:

If the client crashes, restart.
If you lose connection, restart.
If something waaaay crazy happens, laugh at it, restart.

Happy gaming!

We are becoming quite the party, 10 players online at the same time is the record at the moment!

https://pbs.twimg.com/media/BA1pRZgCIAElfW9.png:large

Amazing :slight_smile:

Reminds me of TMW. Ooohhh… Good 'ol times… (Yes I can say that ^^)

It would be good to provide 3 different downloads: windows, mac and linux. The download you provided doesn’t even provide linux lwjgl .so libs… I had to include the 2.8.4 libs myself… :confused:

All in all a good game! I see it moving in the right direction :slight_smile:

Looked around the web for good ways to package the jar-file with its libs to an exe file for windows and app-file for mac. But can’t find any good tutorials for any of them (launch4j, izpack…). It would be awesome if you could add JRE with the game or a java installer, because many have problems with installing java. Do you know any?

This is definetely pretty cute. I was playtesting when my girlfriend came over and said “Omg that is so cute!! What is it?”. Ithink thats a pretty damn good sign that you're going into the right direction artwise. Maybe the boobmonster would have scared her away, so you should should think wiser about using such art. [b] The good[/b] -art is extremely cute and consistent -it plays nice, I wish Id seen somebody online to see the multiplayer in action.
-sound and music fits well
-I will not go much into the good since this wont help you much, so…

The bad

-I think right clicking to talk to NPCs is not very intuitive. Maybe first time you hover the mouse over a npc, pop up a message “Right click to talk to npc”
-I feel the movement is awfully slow. Maybe make the pauses between steps a little less noticeable.
-I felt really weak when the Larvas beat the shit out of me. They are faster and attack faster than me. I took a shitload of time to beat one. And theyre the first enemy, so my hopes are not very high when I see the next ones. My suggestion, make them weaker, slower, and raise the quest to 15 or 20 kills. -In my opinion, youre not rewarding the player enough, at least in the beginning. I killed the 10 larvas, and wasnt even halfway through getting to level 2. Dont forget the first 5-10 minutes is what you have for player determining if they will play again or not. Rewarding them with a quick level up is a good way to make them happy. Leave the level grinding to the higher levels, when player is already hooked.
-When I leveled up, I had to make sure I did by looking at my stats. No sound? No triumphal tone? No beam of lights coming out of my ass?
Do you know Popcap games ? Try to remember their games, Bejeweled,Plants vs Zombies, Peggle Nights. All of them reward the player with a shitload of sounds, glittering shining pops and clicks, rainbows, diamonds! Visual/audible/ rewards everywhere! Now think about a slot machine in a casino. They use the same principles.
Don`t forget your players are playing to reward themselves. Not to be beaten up by Larvas.


The ugly

-When I click the 5th icon (a map I think) the game crashes right away
-The “Options” menu has no X button to close it
-I got the first health potion. After that I couldnt get any loot. Neither the Larva drops nor anything I found on barrels. I clicked them and nothing happened. -"Larva misses its attack" should read “Larva missed its attack”

all in way this is an excelent start, keep it up the good work and I’m positive this can become something remarkable in the indie game scene.

Thanks for the feedback! Yes I’m definitively going for the cute look, but it will get more serious as you become higher level.

Comments on the bad:

  • I agree that some things aren’t really intuitive, I will have to rework some interactions and add some tutorial messages.
  • The walking isn’t as smooth as I want it to yet, perhaps it is due to server response, I will hopefully improve it soon.
  • Larvas have been weakened now in later versions and all classes have more health to begin with.
  • I want to encourage players to do quests, so if you take the first quest from the wizard worm and go kill those 10 larvas, you will get a reward and enough xp to level up. All skills also level up as you use them so there will be reward messages popping up.
  • There should be a level up sound and a shine that appears around the player, perhaps a bug in the earlier version.

Comments on the ugly:

  • This bug is now fixed
  • I will fix the layout of the option menu
  • These bugs are fixed now
  • Chat has been cleared of such status messages to not spam too much, instead you can see all attacks appearing above the targeted creature.

Thanks a lot for testing it! The server is still running and will be for now, so just try whenever you want, hopefully there will be others online as well.

This is beginning to feel really great! I remember when you first started this project :slight_smile: Came a long way.
I will definitely play this once I get home. I’d play this, even if it wasn’t from JGO. Looks really interesting! :point:

Good job!

I’d really to see the window resizable. It’s a pet peeve of mine. :persecutioncomplex:

EDIT: I found a really easily fixed bug.

Notice the particles are in front of the GUI.

Wow that looks pretty awesome.
Nice and neat, I love the trees.

Looks like I’ll have to check this out at some point. The art is super-adorbz.

If you’re letting players allocate skill points directly rather than having a class system, are you planning to go bethesda and have skills advance through practice?

Thanks! Working on a new version with one single giant world map with open seas and island to explore by boat.
And in the new version you will be able to go behind trees and similar objects.

Thank you! Yes you get better in your skill by using it, then you have your regular attributes such as STRENGTH, DEXTERITY and INTELLIGENCE that increases for each level depending on which class you’ve chosen. Not sure yet about the class-system, but I also have a lot of families of creatures to work with, so need to keep a bit simple in the beginning in order to balance it well.

Thanks! Working on a new version with one single giant world map with open seas and island to explore by boat.
And in the new version you will be able to go behind trees and similar objects.

Thank you! Yes you get better in your skill by using it, then you have your regular attributes such as STRENGTH, DEXTERITY and INTELLIGENCE that increases for each level depending on which class you’ve chosen. Not sure yet about the class-system, but I also have a lot of families of creatures to work with, so need to keep a bit simple in the beginning in order to balance it well.

[quote=“skullbox,post:94,topic:38223”]
Interesting. One thing that occurs to me is that you could have root attributes increase along with practice in the skills they boost, and/or possibly allow PCs to train eachother in particular skills when their players are offline?

One complaint I’ve heard about practice-based progression is that PCs can eventually become omnicompetent in all areas. Is that part of why you want to have a class system?

This is neither the beginning nor the end, but the end of the beginning, this is the start of legacy.
Good god, that sounds like something Morgan Freeman would say.

Really though, amazing work so far! I LOVE the art style.
Keep us updated.

[quote=“skullbox”]
Interesting. One thing that occurs to me is that you could have root attributes increase along with practice in the skills they boost, and/or possibly allow PCs to train eachother in particular skills when their players are offline?

One complaint I’ve heard about practice-based progression is that PCs can eventually become omnicompetent in all areas. Is that part of why you want to have a class system?

This is neither the beginning nor the end, but the end of the beginning, this is the start of legacy.
Good god, that sounds like something Morgan Freeman would say.

Really though, amazing work so far! I LOVE the art style.
Keep us updated.

Amazing graphics! I’m astounded at the awesomeness of these.

It just keeps getting better.
I hope to see great things from this. Keep it up :slight_smile: