Mercenary Of Destiny - 2D Java MMORPG

Hi,

Our team actually develop an old school based mmorpg using pure java. The game is based upon some old school game like Chronos Trigger, FF3 and Zelda Link to the past.

The project has been started around 4 years ago and continued to be developed at part time.

We actually have a server / client and an editor to create our contents.

Here some recent screenshots:

https://scontent-yyz1-1.xx.fbcdn.net/hphotos-xtl1/t31.0-8/12841191_842387635890206_879817995213135704_o.png

https://scontent-yyz1-1.xx.fbcdn.net/hphotos-xaf1/t31.0-8/12697264_826211614174475_7509690070134744347_o.png

http://modrpg.com/mod/images/screenshots/img8.png

https://scontent-yyz1-1.xx.fbcdn.net/hphotos-xpa1/t31.0-8/12308195_792647210864249_6065420764210777275_o.png

https://pbs.twimg.com/media/CfjaT0kW4AEHqhX.jpg:large

Here is a map which is currently being designed:

https://pbs.twimg.com/media/B-GBy2BIcAAaQD8.jpg:large

Here a video that show some implemented features:

A3A1CtF0kpo

If all is going right, we plan to finish a first version (alpha) of the game by march’s 2017

All comments are welcome. If you have pertinent ideas or improvement suggestions about our game, we will add them to the backlog.

Note that we actually have a form to subscribe to the beta version at: http://modrpg.com

You can also follow us for progress updates:
Facebook: https://www.facebook.com/modrpg/
Twitter: https://twitter.com/modrpg

I don’t know if it affects gameplay that much, but I’d change that blue text above characters (which I reckon must show your name) for something less annoying visually: I’d either display it in light grey, or just hide it unless the pointer hovers above the character or something. To me, it appears this text is some kind of, “when I implemented this I thought I’d remove it but now I just forgot and it seems natural to me because I’ve spent so much time with it” :point:

J0 :slight_smile:

Kinda looks like my MMO, only better :’(

Thanks J0 for your relevant comment.

In fact, you are right. I never changed the way in which i show name / level / status, the 3 informations above the player since the beginning of the project.

Statutes represented by text color:

  • Green = friend
  • Red = unknown
  • Blue = You
  • Purple = party member

This consideration was already in the backlog and will be modified based on the best way to represent these informations.

  • Showing the information only when the mouse is hover is an interesting idea. In the other side, it will be more difficult for a player to find an other player in a sector … for example with 100 players
  • The light grey idea could be interesting but how to represent different statutes…

I think about something like that:

http://modrpg.com/mod/images/ex.png

I actually trying to find a good way to generate an AI (artificial intelligence) for each NPC (enemies) against which the player fights. It is an interesting challenge because i need to handle up to 2000 battles at a time (worst case) and each battle can contains up to 5 NPCs. Battles are turn based and each player have around 30 secs to choose an action to do (see video above for example).

There is a lot of thing that comes into consideration. For example, from a NPC point of view:

  • allies actual hp
  • order of future attacks based on the speed of each player in the battle
  • available spells
  • almost dead adversary
  • available time to choose the action to do (ideally around 2 seconds)
  • avoid possibility to detect a clear pattern

Also, note that the NPC can access all statuses (speed, health, mana, etc…) on each character in the battle.

So, if you have suggestions about how i can do it with a minimum processing and a maximum efficiency, it could be interesting! :smiley:

How many moves would a regular NPC have?

Also, if you want to avoid clear patterns you might want to consider adding some randomness in there.

A fighter (players / NPCs) can choose only one move per round.

The battle takes place like that:
1- At the beginning, each player have a maximum of 30 secs to choose an action (melee att., item or spell). During this time each NPC need to choose also an action. The difference between players and NPC is the time. Because the player can choose an action in 3 seconds, the NPC need to choose it move very fast (around 2 secs max.).
2- When each fighter have chosen her move, each move is executed. The order is based on the speed of each fighter.
3- When each move has been executed, the battle continue to step 1

The battle finish when all fighters of a team (players/ NPCs) are dead.

Yep, i will add some randomness.

I meant to ask, how many different moves (that is, spells, melee weapons, etc) could a foe theoretically have to choose from?
Also, if foes and allies attack one after another, I guess the slower foes could still be thinking in another thread whilst the first attacks take place, which would in turn save time for the first ones.

In fact, the foe dont have item or melee att but only spells. The number of spells will vary between 1-3. There is always a base spell doing some damage. Some of them will also have a healing spell and/or a spell that improve a specific characteristic like speed for example. The difficulty is probably here… it is easy to determine if an ally need to be healed or if it can be a good choice to attack an enemy which is almost dead (to avoid to receive his attack) but to determine if it is a good choice to speed an ally, the logic can be more complexe…

Easy!
Ally slower than [icode]n[/icode] enemies? [icode]n[/icode] chances out of [icode][/icode] to speed them up ;D

Nah, I don’t know, I reckon you could use something similar to get your code to run fast enough. Anyway, good luck ::slight_smile:

haha, thanks

I like it its pretty cool one minor suggestion however, change the wording on the trading interface where it says “Opponent Offer”. The player your trading with how are they considered an opponent if you’re trading them.

but other than that its pretty solid, i’d play it.

Hehe, yeah. Good point. Thanks :smiley:

After some discussions about how to represent the name and the level of each player in the game, here a screenshot of what it look like:

http://modrpg.com/mod/images/others/level.png

looks good :slight_smile:

I tip my cap to you.

I love the window system. Love it.

There was this flash game online that was really crappy because there was stupid health bars and was very static looking. It was a lunge at the person and hop back, letting them attack. It was very cartoonish too. I am saying the combat looks like that. Take a look at FF games and take from that please. I’d consider the game then.

Although, I love the universe shown. What I would change about it is the trees. They have outlines? Unappealing.

Nice game.

[quote=“Hydroque,post:17,topic:56688”]
I have to agree that the trees are quite off-beat with the rest of the game.

[quote=“J01,post:18,topic:56688”]

It isn’t that. They are just bushes on a stick and the outlines are pointless and they don’t add to it being a tree. Unless the game was borderlands graphics, they wouldn’t ever fit in.

Thanks for your comment. I think it is important to specify that we plan to add a lot of animations in the combat for the beta version of the game. For example, the battler will be animated when doing nothing. We will also add an animation when the battler move to do an attack. An animation will be added when a battler receive some damage … and more… It will be less static than what we actually see in the movie clip.