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Small MMO WIP

Discussion in 'Works In Progress - Archive' started by chippy-cheese, Apr 27, 2012.

  1. chippy-cheese

    chippy-cheese

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    MMO Named : Hero's Settlement

    Basic concept:
    Many skills with levels
    Focused on tactics rather then leveling for an MMO
    All out war of three unique races (water/ground/flying)
    A fair amount of unique profession/class and races
    Many maps
    Changing Building/landscape

    Status: HOLD due to other projects and range combat/ enemy AI pathfind difficulties
     
    Last edited: Nov 14, 2012
  2. chippy-cheese

    chippy-cheese

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    Week Two Progress

    I focused on Skill System
    Completed
    Buying Skills
    Selecting skills that i shall change to be drag and drop.
    Finally the Skill bar is completed.
    1 house model (WIP) while messing around with detail defuse
     
    Last edited: Nov 14, 2012
  3. aixaix

    aixaix

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    Looks promising..
    Keep up the good work!
     
  4. vivalarosa

    vivalarosa

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    Looks like good progress, are you working on this as a team or by youself? Also how do you plan to run the multiplayer sides of things?
     
  5. chippy-cheese

    chippy-cheese

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    As of this moment by myself. If you talking like p vs p. Its going to very different from most where you can turn on your own race and more. If you are talking programming. I am using my selection tool i made to do most of the work for many of my tools. P vs E is probably not so much I'm worried about. So i focused so much thought into the p vs p I don't to say many of my ideas if I have to cut them later on.

    I know this from a fact.

    People come for the story.
    People stay for the multi-player.
     
  6. Rya

    Rya

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    p vs p? p vs e? Are you talking about PVP and PVE? Just say that. Also your last statement is incorrect flat out.
     
  7. Meltdown

    Meltdown

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    Before you get any further I'd suggest in investing your time into a decent GUI library such as NGUI. Else you'll need to re-write your GUI from scratch.

    Those Unity GUI objects just don't cut it and in the end will hurt the performance of your game.
     
  8. Rya

    Rya

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    +1
     
  9. reissgrant

    reissgrant

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    Looks good so far! Stick with it man!!
     
  10. chippy-cheese

    chippy-cheese

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    This weeks work was based on :

    House
    weapons modeling
    attributes
    inventory
    character weaponry

    I got a comment last week about how I should redesign things, but please remember that you can't see my code. I know how most of this planning out to be the basic GUI. Yes it's not the best, but remember this 100% professional and I am only 3 weeks in. Graphics are not my concern with this game it's the game-play as you can go back and redo graphics quite easily in Unity from what I've seen.
     
    Last edited: Nov 14, 2012
  11. chippy-cheese

    chippy-cheese

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    Worked On:
    Equipping
    Looting
    Bag Models
    Shield Model
     
    Last edited: Nov 14, 2012
  12. leonardarmstead

    leonardarmstead

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    ^ looks great !!
     
  13. TylerPerry

    TylerPerry

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    The Unity GUI system isn't just ugly but it is slow as well.

    The game looks good :D
     
  14. leonardarmstead

    leonardarmstead

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    lol thanks for the post Im the current 3d modeler I will talk to him about changing gui i think its just a place holder for now
     
  15. Km0nk3y

    Km0nk3y

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    An MMO with a >1% chance of ever existing. After all the crap on the Collaboration forums of late this game looks refreshingly good =)
     
  16. leonardarmstead

    leonardarmstead

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    .We have new weapons and some new features coming I hope you guys keep following
     
    Last edited: May 16, 2012
  17. Spoink

    Spoink

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    Looks promising! Keep up the good work :)
     
  18. mattcscz

    mattcscz

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    What sort of network are you working with? Or is it client sided for now? Keep up the good work, best of luck!
     
  19. Zethariel1

    Zethariel1

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    Looks very nice! Keep up the great work! :)
     
  20. chippy-cheese

    chippy-cheese

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    As of right now we currently are just working with one side no server based thing yet. I would love to work with multiplier stuff right now but it's not in my programming cards. Check for a video update tomorrow. I'm the leader and programmer in the group of about 3 (one is currently learning to model) and trying to focus on some enemy AI scripts and some attacking are my current goals.
     
  21. aixaix

    aixaix

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    Well, im a modeler. If you need any help... my skype is holyclory
     
  22. chippy-cheese

    chippy-cheese

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    Worked on:
    2 New weapons
    Store
    Camera
    Basic Flying Guy
     
    Last edited: Nov 14, 2012
  23. leonardarmstead

    leonardarmstead

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  24. chippy-cheese

    chippy-cheese

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    Not much to say
    Worked on mostly redoing some inventory making it better
    stack-able item
    special store items
    better drop config
     
    Last edited: Nov 14, 2012
  25. chippy-cheese

    chippy-cheese

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    Not much was done due to working a lot but did rework the shop to buy, sell, and buy back items.
    I also reworked the dropper to make things run smoother.
     
    Last edited: Nov 14, 2012
  26. chippy-cheese

    chippy-cheese

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    I'm not sure if many people are looking at my post or just not commenting so I'm not sure what to say but other then here's another update.
    (removed disabled video)
     
    Last edited: Nov 14, 2012
  27. mblauma

    mblauma

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    Looks cool! Looking forward to this
     
  28. crucio777

    crucio777

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    looks awesome only lacks good models hope u finish it :D
     
  29. chippy-cheese

    chippy-cheese

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    This week I'm not sure how much time I will have to put into this but I am going to work to update the graphics add a town like feel to the test area and spark some peoples interest in this project.
     
  30. chippy-cheese

    chippy-cheese

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    Haven't had much time this week to work my project with work. So not all these got textured like i wanted or the many i still needed and wanted to get modeled. I also came up with a rather strange idea for a death system.:cool:


    Please comment
     
    Last edited: Nov 14, 2012
  31. bucco

    bucco

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    Nice!

    Looks like you are do not talk, and you are not bull like some of the other MMOs. I realize that some of the stuff from the Collab section is spilling to the WIP Section so I will shut up now - but good job! LOVE IT!

    :)
     
  32. Tekniko

    Tekniko

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    What kind of end game plans do you have for this? Like where do you plan to be when the game is finished?
     
  33. johny

    johny

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    I would like to help but before that I kinda wanna know what you plan on doing with it in the end of development.
     
  34. chippy-cheese

    chippy-cheese

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    Replies to questions

    @Tekniko i don't plan to every have it finished always improving. I want plan to have a good playable alpha pro type in 6 months and I'm 2 1/2 months in so I think I'm doing fine right now with a team of like two. Also I plan to be at my computer when my game is finished ha ha.

    @ Johny I personally like to make this a free game with micro-transactions and such. I love games that are free based and you can use to buy stuff to upgrade them over i might make it say $5 very cheap with micro transaction as those game don't bug me as well but no monthly fees.

    I'm in current need of modelers (in blender), texture artist (unwrapping models too), and maybe some concept artists as well, and no level designers terrain designers or things like that.
     
  35. chippy-cheese

    chippy-cheese

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    I worked on some more graphics, and thinking i might just have one more week for graphics then go back to some core game stuff like COMBAT. So take a look, comment, and enjoy.
    (removed images)
    The windmill is a WIP and i don't expect to be done any time soon.
    Why there are no buildings is because they will be more complex then most static MMO type games. So preparing them might take a little while.
     
    Last edited: Nov 14, 2012
  36. Vanamerax

    Vanamerax

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    I really like the look of your 3D models, despite some dont have textures yet. Good Job!

    can't wait to see more of it :D
     
  37. InSpiredGames

    InSpiredGames

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    Love it thats a nice little demo you have there
     
  38. chippy-cheese

    chippy-cheese

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    Just finishing up some assets on looks and it will be the start of programming the combat section of the game.(boy this will be hard and fun at the same time) COMBAT JULY. However take a look at the finished texture look all but one thing. Also i am dropping down to a simple stick like figure for animation testing.
    (removed video)

    Comment if you like :cool:
     
    Last edited: Nov 14, 2012
  39. chippy-cheese

    chippy-cheese

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    The start of hopefully many videos that could be action packed.

    Take a look, comment, enjoy, and sorry if the sound is a little low.

    (removed video)
     
    Last edited: Nov 14, 2012
  40. Cyrus_Zei

    Cyrus_Zei

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    Hi,

    It looks really nice. If you want I can help you out with the User interface and 3d model and animation stuffs
     
  41. chippy-cheese

    chippy-cheese

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    Yet another update hope you guys enjoy and i hope you comment. Word are always inspiring.

    (removed video)
     
    Last edited: Nov 14, 2012
  42. chippy-cheese

    chippy-cheese

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    Working on Range Combat

    (removed video)
     
    Last edited: Nov 14, 2012
  43. Khyrid

    Khyrid

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    small mmo.... small massive multi-player online.... small massive.... SMALL MASSIVE....
     
  44. judah4

    judah4

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    Small Massively multi-player online game. Paradox?

    I've been watching this thread for a while. keep up the good work :)
     
  45. Nagas

    Nagas

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    I liked what you did for the menus structs, nice blender work, that camera thing...

    I´m working on a RPG too. It´s very funny to program.

    Rock it!
     
  46. chippy-cheese

    chippy-cheese

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    Yeah Paradox is a good way to put things like this.

    Currently it really only myself and 1 other person working on this.
    Reason why you might get confused with the small MMO is because I labeled as small as I plan maybe on expanding, but to where its going to now is tiny compared to most. It's like a MMO for game-play style but small enough where it doesn't take 5 years to come out with. Another reason why it's small is my plans for servers/worlds. The servers will be probably maxed at 300 to 600 people (compared to 2000+ people) depending later along. Each server has its maps that could differ from another. Also another thing i haven't mention my ideas of official and nonofficial characters in the game. I have lots to explain with this MMO and how's it different. However I don't want to throw out all my ideas and not ever get it completed.
     
  47. TylerPerry

    TylerPerry

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    How did you go about collision detection? that is something i have wondered how to do.
     
  48. chippy-cheese

    chippy-cheese

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    I'm not sure what your talking about with what collision detection and secondly i have been working on this range thing for a long time with not progress so i'm not sure when i will be showing another update due to this range arc thing acting weird and i can't seem to find the correct math to make it happen.
     
  49. Vanamerax

    Vanamerax

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    Well, your base math shouldn't be much more than a negative parabolic function (parabola? not sure what exactly it's called in english). A positive parabolic function will give you an inverted arc, so making it negative will give you an arc as you should expect. For example:

    Code (csharp):
    1.  
    2. float y;    //height of the arrow
    3. float x;    //distance the arrow has traveled from the shooter
    4. float a;    // speed of downwards acceleration
    5.  
    6. void Update() {
    7.     //arrow is moving along x axis
    8.     y = a * (x * x);
    9. }
    10.  
    11.  
    the basic function will look like this:"
    f( x ) = a * x^2
    where a is the "curviness" of the arrow path in a negative value
    you may want to shift your begin or max position, since with this function your arrow will start at it's max height and only move downwards

    Note that this is a "static function" and won't be affected by any other forces

    Also, I've read a more advanced blog post about this topic here:
    http://www.sauropodstudio.com/dev-diary-number-eight/
     
  50. chippy-cheese

    chippy-cheese

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    yes, that is what i have had in mind but getting the x^2+bx+c is much more different then it sounds to work like it should and considering that its force added to this making it a horizontal stretch based on height and a few other things but i don't want this to change into a topic from wip to scripting so i will leave it at that.