- Mar 17, 2012
- Reaction score
- First Language
- English (UK)
- Primarily Uses
Afar is an MMORPG created in RPG Maker MV. It is currently online and playable, though is in its very early stages.
Afar has been officially launched in a very early Beta form. Please take this into consideration. There is not yet a lot to do: there is no battle system, no trading, no shops and no enemies.
What there is is the very basic early game and various multiplayer enemies built into a solid base from which to build from. This includes a built-in chat system, in-game forums, and various server-side saving of data systems.
Everything for the MMORPG functionality has been created by myself. Community resources and scripts are used for other aspects, but the core system is of my own design and creation. as such, if you would like help in planning your own MMORPG, while I do not have time to do your work for you, I am happy to answer any questions and offer my thoughts on your systems and their design.
Afar is intended to be what I call a Cooperatively Created World Game. What that means is that the actions of players affect all players. If you beat up a merchant, that merchant will be unavailable to other players, unless they heal them. This expands to an entire world level, and if players are on average losing to vampires, vampires take over more of the world. This is not yet implemented, but keep in mind that this is the end goal.
I am presently working on the battle system.
The above image is a mockup only.
We currently have two maps you can walk around. In one of them you can interact with trees to harvest resources. There are NPCs you can talk to using my own message system.
There is an in-game forum, in-game chat system, in-game Wiki-like user guide, server-side inventory, and server-side saving of position, looks and game variables.
There is a character creation system hooked up to a visual equipment system, again of my own creation.
Below is a pretty up-to-date screenshot of meta windows (overlain menus, basically).
Chat: talk to players in a built-in IRC chat interface.
Forums: discuss the game with other players in an in-game message forum.
Ghost Players: see other players walk around their map with computer-controlled mobs which use their looks.
Character sheets: view other players' profiles.
SimPvP: fight against computer-controlled versions of real players.
Trading: trade items and gold with real players.
Tat Exchange: a secondhand store.
Private messaging: send IMs to other players.
Group quests/dungeons: play alongside other players to complete complex dungeons and quests.
Group events: join other players in mass events that require wholesale participation.
Guilds: organise with your friends and own a Guild Hall.
Coop World: the world shapes around your actions as a player.
Afar is updated every week day (with some small weekend updates but with no guarantee). These updates can be of any size or importance. There is a long term plan for schedule of updates but this is a closely guarded secret (unless you have access to my head).
Current short-term plans:
- Finish and release battle system
- Fill the world with roaming enemies
- Create first dungeon and quest based on this dungeon
- Create shops, items, merchants
- More maps to explore
Long term plans:
Old Afar had an extensive world to explore which I wish to recreate in Afar.
The currently implemented maps do not even cover the space between the Port and Tiben. That is roughly:
Afar uses a soundtrack composed of various chosen pieces of classical music. It is nowhere near complete, and there is a risk of it sounding like a Best Of CD, however I want to stick with this as it is something I am passionate about.
Currently the only two in-game tracks are edited from Vivaldi's The Four Seasons, although they need a lot of work.
You will find a comprehensive credits list on the in-game credits page which can also be accessed here:
(Please note this page is designed to display in-game in a small window).