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All Posts by Leathel

All Posts by Leathel

2 Pages 1 2 »
33 posts found

Droid needs some serious texture help but got it modelled and animated for now.

Plasma Rifle:

And what happens when you get hit by a Plasma Rifle:

For now, I will not be pushing it much further.  Most of my target audience(Christian Teens) don't have the computers to handle much beyond this as it is.  Even now, many testers are running in low video mode.   There will be a shader version of the client at a later date for the eye candy features.

Newest model:

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. 

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.
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A different version using that model. Hoping he'll be shooting some grenades from that gun ::evil laugh::

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.

This is another human based Mech.

And the Sniper version of this model.

Was able to sneek some time in this weekend to get a new model finished.

Second mech added in:

First of four mechs:

Newest additions:

That is your e-mail address. 

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.
-Selectrons implemented and chooseable by client(circle around selected targed)
-Floating text(damage, skill raises) implemented
-Auction and mail system implemented
-Many crafting redone. A ton of new weapon models
-New Wiki started for the game(http://beta.foundationsofhope.com:8082/wiki)
-Statserver implemented to show off character achievements(find link on wiki)
-The technology process of going from Free to Premium membership is now worked out
-The technology of having website and game database synched is now completed.

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.

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:

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

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:


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:


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.

Thanks for the comments.

@Duran3d,

FoHO is similar to other fantasy games, I just have toned down alot.  There are no mystics, magicians, sorcerors, druids, etc...  Instead the Humans have Gifts based on Spiritual Gifts that are used.  While I have not yet, later I will reference these spell type skills to verses in the Bible. 

The Saurians and Dragons on the other hand use mental abilities(psionics) to perform their special abilities. So it is more of a scientific nature.  When humans cast a 'spell' it says "character name begins praying".  When Saurians or Dragons do the same it says "character name begins focusing psionic energy".

Other than that much is the same as other games.  A person could play a Saurian or Dragon and never get hit by Christian concepts.  My goal is just to tone things down so parents feel more comfortable about playing in the game instead having their kids in what they might refer to as cultish activities.

While not Christian, there is also chat censoring for swearing.  Just one more layer for the teens.

@Ionselon,

There will be a nerfed Free version(more like Demo) but to access higher levels and Premium items, a player will need to purchase the Premium edition.  Most likely a low yearly fee($39-$49) for Premium online access. 

Testing is always open. Just sign up in the www.foundationsofhope.com forums under General Game Information=>Pre-Alpha Signup.

Haven't posted recently. Been too blasted busy. The last couple patches were crazy huge and the next one is going to be just as huge.


The last patch I had to modify almost every zone to include foresting and mining spawns for crafting. All crafting is now done through harvesting trees, rocks, etc.. I probably have over 1000 resource spawns through the game. Thankfully never saw a performance hit on the server and tried to keep them seperated enough through the zones to not kill the FPS too bad on the client. For resources, I implemented eleven of the twelve mining rocks and all six harvestable type trees. I also had to add in mobs around the resources to make harvesting a bit more challenge. I'm not that nice :)


Because I implemented my own mineral deposits and blacksmithing items, I had to also go through and modify the weapon and archery crafting configurations. I now have things like they have to mine copper and tin to make bronze. Or iron and nickel to make steel.


After that patch, it really become noticeable on the Map Windows on what happens when you place alot of spawns in one location. You can't see anything :) So I created new map filters which allows the user to turn on or off Resources, Vendors, Quest NPCs, Trainers, as well as the original NPCs, enemies, etc..


The Tracking Window was totally flooded as well. So instead of removing Resources from the tracking window I decided to change the color the spawns with different colors based on their category. Resources now show up as green, Vendors blue, Trainers yellow, Quest NPCs purple, etc.. But wait, couldn't stop there. Had to color coordinate my game, so I changed spawn colors on the map to coordinate with the Tracking colors. And of course, that wasn't enough of a color coordination. If you looked at the spawn it showed a different color. So I then changed all the different categories to now have a different color to match the map and tracking. Whoosh! I can now leave my house color coordinated. I also was able to remove the "corpse" from the dead resources. No more Copper Vein Corpse or Pine Tree Corpse!


The next patch I am finally working on armor crafting. Ugh. I am just working on the coding side and it is killing me. For now I will implement one texture for light, medium, heavy armors. I just want to get the coding out and tested. Why so difficult? Armor is shown on the characters by swapping out textures. Each male/female Profession(race) has its own UV mapping. So right now I have 3 humans and 3 Saurians(will have more later) and each has a male and female model that has its own UV mapping. Therefore, I have to create the code for 12 chests, boots, arms, etc... Alot of copying/pasting, but still alot of time. Also that is, 12 UV sets times 36 different armor types(12-light, 12-medium, 12-heavy), then times that by five different texture armor parts(chest, boots, hands, arms, legs) equalling 2160 textures. Uhm, I'm going to wait until I try and texture all those :) Unfortunately that is ALOT of textures calls and VRAM usage, so will probably in the beginning just do 1 texture per armor type(light, medium, heavy) instead of 12 and then go from there.  Thankfully the Animal Armor Crafting for pets and Dragons characters will be only one UV to work with so should go fast to implement. Pets don't get texture swapping, but the dragon players do, so that will another set of textures. But besides that, my armor is using resistPhysical to decrease damage so had to spend a few days playing with the numbers per mob level to figure out the appropriate settings to use.


Some pics to show what I mean:

New setup of New York:

Mining in New York(mining all underwater):

Mining in Gulf of Mexico(a total underwater zone):

The new Map and Tracking windows. Also notice the new filter buttons on the map window:

And just some showing of different text colors on the spawns.

Originally posted by Eronakis

Ooo reminds me of EQ! I want to play!


 

There is a sign up at the forums if interested in being part of the testing.

Newest addition to the harvesting.  I was actually surprised on the difficulty of getting a pine tree poly count down.  This one is still 460 polys.

2 Pages 1 2 »