Your three-day update
It's time to get serious. The likelihood is I'll be going back to work soon. As in, 1st June soon.
This is going to impact my development. The first post in this thread was made roughly 7 days after I started work on this project so you can see what I can achieve with time. But I won't
have time.
I need to work out my options.
With that out of the way... we'll continue.
Wildlife
I have used the RMXP RTP to nab some little wildlife to use in the game. This is limited to the tinier sprites, and I've given them new pallets that better fit with my existing graphics.
This has been implemented partially as monsters to fight, but also as ambient wildlife that moves around with events, such as rabbits crossing your path, or flying birds.
(If you're fast you can catch these)
They're intentionally small - insignificant little bits of detail to add flavour to forests and such.
This adds to the existing PVGames wildlife -
Giving us this current enemies list:
(This scene is not fully implemented yet)
Quests
The first quest has been implemented. This is because of a quite hefty update which I will talk about later (as it's exciting!).
Quests and Adventures is the name of the menu that will show you what quests you have completed. In future, these will be linked to a Wiki-style guide that opens in the in-game action window space.
The quests above will be the quests in the starter game when that is released. Note that the starter game is just a test-bed designed to show each function in full.
Above is how they chain together to form a coherent storyline.
The final quest there launches an "epoch", which is something I will discuss to greater length at another time; storyline is not an important topic for the moment.
How do you know where to find a quest? The area labels match up with these splashes in-game:
How do you know when you have finished a quest?
Rewards will have to be carefully balanced but will usually include new spells.
Mapping and Areas
I needed to unwind the other day so I mapped another area quickly.
I think what I've found is that small maps are better. They will probably be 50x50 in the actual game, rather than the 100x100 I initially went for. This is 100x50.
Anyway, it's time to come to the actual big update:
Server-Side Switches and Variables
This is important as it actually makes an MMO...
We now have three types of switch (and variable).
Local: these are stored on your computer so if you close and reopen the game they will reset.
Saved: these are stored on the web, in your account, so if you reopen the game they stay stuck.
Global: these are saved variables that affect every player in the game.
This means that we now have functional working things such as levers, gates and doors which require multiplayer participation.
Perhaps a multi-user dungeon where one player has to open a door for another player.
Perhaps a multi-user event where there is a tally of monsters killed and all players must defeat a certain amount to progress the event.
This opens us up to multiplayer cooperative content and I'm really excited to get my teeth into this
but I will hold off because it is not important right now.
Security Implications
Because some switches are stored locally, they
are hackable.
Ones that are stored globally on the server are protectable by smart systems in the background that I won't go into (because then you will be able to work on ways to defeat them).
The game
will be open to modification. There is no way around that with this still being an RPG Maker game. I
know the pitfalls and I
know the security implications.
Your account is safe. Nobody has access, not even me, to your login details. That is all handled through a secure API.
Your character is safe. That is uneditable by anything other than the server.
You can't make your character look like a tree and have everyone else see it (as has happened in MMO testbeds in the past).
But you could, by quite regularly used means, cheat your way through
some battles, flip
some switches, and gain advantage that way.
There will be tests server-side, with careful effort not to false-flag. But I cannot guarantee that people will not be able to cheat.
Quick Dirty Website
I've created a quick landing page for the game so that it can be found on Google searches, mainly. Will also point people to project threads in various places:
http://afar.ws/
Afar vs Wytches & Wyverns
W&W is just a working title because that was the name of a previous project and I didn't want to waste time on logos to begin with.
Afar is the name of my previous MMORPG.
Afar is the name of the game world, and that's true of W&W. It's a world I've built up over the past 16 years.
W&W however is flexible. For now I like it, but I will gauge public opinion on that matter.
Inspiration
That felt like a wall of text so to finish this round I'll tell you about my inspiration for massive, cooperative events: The
Great Fire War.
It ran for a few months when Adventure Quest was very new. Every now and then the story would progress but only with the actions and effort of players against the fire mob.
A multiplayer RPG you can play using your browser. Create a character and fight creatures to earn magical weapons armor.
www.battleon.com
It was the most fun I think I've had in a game, although nostalgia bites and all that.
I would very much like to emulate this kind of event, later on though.
Big events happened, established characters were killed off, me and some guys ran a roleplay thing called
Fire War News - in fact it's from there I picked up RPG Maker, back in 2004... So I owe a lot to this event.