Haven’t posted here in a while so I thought I’d give everyone an update!
Implemented:
Parties - You can form a party, invite people and EXP/Renos (currency) obtained from monster kills will be shared between the party. Quests - You can now do quests provided by NPCs to attain extra items, experience or advantages (such as ability to wield certain items) Tutorial is now coded, tutorial will teach players nearly everything they need to begin their adventure in the game Guilds - Players may now form guilds to gather together like minded players or friends to do certain guild quests and attain guild advantages.
Screenshot of a tutorial map: (disabled background on purpose)
Screenshot of parties working:
(Still working on making it look nice, but the point is it works!!)
Working on next:
Mining - Fixing up the mining system so you attain ores from mining rocks Forging - Redesigning the forge UI so that different weapons and armours can be forged by players Construction - Players may build their own houses by buying a piece of land etc, not sure if this will make it into Alpha though, since it’s a huge task
For the benefit of some of us chaps newer to game development, would you care to expand on how you found and hired artists? And how did you manage them to get the desired outcome? (Managing 10 people is no mean feat, in any industry!).
For starters, I went onto DeviantART, made a post and I got about 200+ notes from it (great selection of artists to pick from), asked them to do a small trial job (for example, I asked most of mine to draw a butterfly or a flower) and if I liked it I would hire them for a week to produce x amount of assets, if I was happy with that I’d hire them for another week and so on.
Many of these artists I’ve found this way I’ve had for many months now, it’s a great way to get quality art.
I can also say PixelJoint.com is pretty good for finding pixel artists (which I have a few working for this game atm)
We’re also implementing more equipment sets as we speak:
WARRIOR
GENERIC
Working on:
Rewriting the sprite recolorer to use OpenGL shaders instead of CPU pixel manipulation. (for LWJGL mode)
Implementing more maps (sorry about not giving full visual updates, we’re actually going to revamp every single map and make them super pretty) next update we’ll show some pretty maps, promise!
Looks really nice, good work. I have two areas of improvement though:
The grey background of the name in my opinion looks quite ugly. Change the colour to something that looks nicer and that contrasts nicely in all locations, or if that isn’t possible, you could make it a certain colour depending on the character location.
The speech bubble looks ugly. It doesn’t really work with the nice backgrounds. Anything other than solid grey. I’m sure one of your artists could make something that looks nice.
As for the gray background, I really dont know what other color to make it, so if you have a suggestion go ahead
And yeah, I’m going to redo the speech bubble with pixel art instead of paint so it fits with the characters, should be simple
Thanks for the feedback, really appreciated!
Also another update:
With the last update support for Java2D was completely dropped, the game now requires at least OpenGL 2.0 or OpenGL ES 2.0 to run, shader support is now mandatory.
Thank you for your comment on Devianart, great resource
I had someone make me a logo for just $30, 10 revisions later im really happy with it.
Would never have found it without your comment.