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Will be spending alot of time coming up on different types of crafting so have been crazy busy. Last couple weeks I've been working on poison crafting. Poisons can be applied to weapons and proc randomly. Fun stuff. I have it setup that a player first uses Chemistry in mixing harvested materials and then use the Chemistry item in the final poison crafting. So have 100 Chemistry and Poison recipes currently setup. Figured I'd post some pics of the harvestable items for the Poison Crafting. Nothing awe inspiring, just where my time has been lately.
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So the last patch was my biggest ever. This next one is probably twice its size :shock: Absolutely huge, but is my favorite. Hopefully later this week or early next week it will be implemented. Just finishing up creating all the new weapon recipes. But I have 64 new weapon models equalling 64 different style weapons for crafting. Should have a model type that fits your personality I would think. So that is 64 types X 12 minerals = 768 different craftable weapons. I also have 12 dragon weapon models now. Will create more later, but atleast better than just the claws. Some example of dragon weapons:
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Was able to get away from crafting code and back to other misc additions. Players enjoyed the wide variety of weapons and the new crafting design. Besides adding some new features to FoHO I created a new SP for the Torque MMOKit with the same features. New features now include Selectrons around clicked target and floating damage text. I also implemented the ability for clients to turn on or off these options. In FoHO I have implemented multiple Selectron choices a user will be able to choose from so they are not stuck to just one. I still need to add a gui choice for Selectrons, but users can manually change Selectrons by changing the prefs file. Floating Text and Selectron:
The Red Arrow Selectron:
My fun task this week was to implement that light sources can now be held in the hands instead of being in the Light slot. Was never realistic to me. Users always had a light glow around them because they never had any need to remove the item. Modified the code to allow Light items to be held in the Secondary hand even if the player did not have the Dual Wield skill. The light sources are 1H Impact so Dual Wielders will use them as weapons and get procs of small fire damage, where as non-Dual Wielders will not get the attacks. I still need to add a new mount point so the fire is farther out properly, but that will require adding it to all my player models and I'll do that another day. So for now, just using a hand mount point and that is why the fire is in the players palm. Torch:
Lantern:
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Instead of reposting all the same, the newest updates are in an MMORPG Blog. http://www.mmorpg.com/blogs/Leathel/072009/4168_Foundations-of-Hope-Online-Spiritual-Warfare-Realms |
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Just released what I call the dragon patch. I removed the template system and implemented that the third realm can now control the dragon stats, classes, etc. just like the other realms. Also figured out a way to still allow the dragons to grow a size at levels 15,30,45,60. So they still start out as dragon hatchlings and at level 60 they finally reach dragon adult. Dragons now have four colors and five classes. Also implemented changeclass commands to allow users to ability to change their secondary and tertiary classes but it resets them back to level 1. I created a fourth realm for animal mobs so they were not part of the dragon realm. Dragons can do Animal Armor Craft, Animal Weapons Craft, Poison Craft, First Aid Craft, and Enchanting. I look to have a stable floating damage text and I also might have figured out my random zoning and characters getting stuck issue. Two of my biggest nemesis are hopefully defeated. New dragon colors and first armor:
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Finally got some screenshots to post again. Been in the coding side for a bit so nothing to post. But because of that achieved a good number of stuff: -Archery took a overhaul. Bows now visible on characters and NPCs can now use bows. Plan is to go live with FoHO in 6 months so things are moving very quickly. Currently working on the Sauian Sci-Fi zones that will be their PvE zones that only they can access. Having a ton of fun with the modelling. Have about 30 models to create that are unique to these zones. Sci-Fi zones will consist of two Saurian zones they used to inhabit and two secret underground human zones where humans were able to keep some technology hidden away for the 400 years.
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11/06/09 9:50:06 AM#27
When I try to sign up to the forums it asks for a referral code? "I believe in god and I believe in loving |
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That is your e-mail address. |
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11/06/09 10:17:48 AM#29
oh!, lol - sorry for the stupidity, not having the best of days today. thnx for the info:) "I believe in god and I believe in loving |
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Newest additions:
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First of four mechs:
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Second mech added in:
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Was able to sneek some time in this weekend to get a new model finished.
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This is another human based Mech. And the Sniper version of this model. |
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11/09/09 6:18:36 PM#35
I like what i see.I hope playing it is just as good... |
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Thanks. Still have lots to do for the game play side. Will be working on all that for the release of Beta. For now working on the technology and art side of things then I know what I can use for quests.
I'm hoping I can figure out a way to restrict skill or item based on zones. This will allow the Saurians(lizard realm) to use the tech weapons underground but not above where they are not suppose to operate. For now wanted to see a troll with a gun. Such a cool sight.
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11/09/09 9:44:58 PM#37
Those are some good models. I can see improvement over time, the newest models look better than the older ones in my opinion. Really good job so far we don't get too many people that actually manage to ge to the modeling and programming stage.
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Thanks. The good ones are probably the ones somebody else made :) The first two Mechs and last soldier I didn't model, just bought. Most of the others I did and will have to go back and retexture them nicely. Right now just hammering out the models to get these four scifi zones up and running so testers can get into them. Have to then move onto the four dragon PvE cave zones and try to think of all new critters for them. |
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Newest model:
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11/10/09 8:31:14 PM#40
What are the limits with this game engine? Can the graphics get any better or is this the best you can use? Just wondering since I would be most inclined to help on a project like this (textures, some modeling) if it's possible to go further... Otherwise, well, I'm not certain if I could really be interested in a game like this. For the Templars... |
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