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The devlog of my online RPG, of which I am making videos showing the progress and features of the game.
While the spell system has been in the game for a long time, it has been mostly in a very primitive form. The introduction of factions allowed me to clearly define who is a friend and who is a foe. That had an immediate impact in the spells, because now I can make rules of who can be the target …
Yesterday I published one more devlog entry of my project.
On this video I talk about character customisation and animations. There is a lot of room for improvements, especially the animations department, but it's OK for now and I will move forward to NPC scripting, and polish the animations…
As usual, my video devlog: https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg
The system supports loading of the human male models with different features and armor.
Previously, the NPC were all loaded with the same hardcoded item set. Now I can define how each NPC looks like in th…
Quick update on the lightning.
The initial login scren was quite a roughly slapped prototype, so I just gave it a little touch and also changed the camera to perspective. Just a quick touch and it looks better. It does still need a lot of work, but since I am not sure yet of the direction of…
The login screen hasn't really seen any change since the start.
Because I want soon to do some tests with volunteers, I thought it was a good time to get a basic login screen background going. Let me know your thoughts on the comments below.
My video devlog: https://www.youtube.com/chann…
On the previous post, I showed a screenshot of the human male model in the game, but without armor.
But before diving into the update, you can also check my video devlog at:
https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg
Lately I have been working on loading them with armor…
Here's a very short update.
The human models are in the game. Here is the male model, with no gear on and all the same predefined features, like skin color, face and hair. The server is sending the same definitions for every model as it is, and the next step is to allow to change these value…
It's been some time since the last update, and there are great news.
For new people, this refers to devlog of my MMORPG, which you can see here https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg
I have been working on adding human male and female models, along with animations and e…
Here's the CTF mechanic in the works. The logic behind will be redone, because I want to reuse what already exists and leverage other mechanisms in the engine. I will be talking about this in a video devlog, to explain how it will work, and show the final implementation. Let me know your thought…
The next video of the devlog is taking some time to come out, so here's a preview of what I have been working on.
On this video, you can see the buffs addon working, and on the second half there is a bit of a preview of AOE spells, with I have been working on.
You can see the video below…
Hi fellow devs.
I am doing a video devlog of my journey doing an MMORPG, and along the way, I am sharing my progress, tips, tricks and techniques. I will also be posting tutorials on some aspects of the development, like from example client-server networking, leveraging scripting, creating t…
Just a short update before I publish the video on AddOns, part 2.
While the client and server were aware of buffs and debuffs, there was no visual representation of them, and so, it was not possible to see what buffs and debuffs the player character had. But by exposing only a few functions …
One more video published, this one on adding support for AddOns. I also demonstrate by creating two simple AddOns. While these are very simple, and the support is a bare bones one, it serves as a starting point for supporting complex AddOns. Take a look at the video, and let me know your comment…
I am still working on addon support, by adding more UI elements and event registration. You can take a look at the screenshot below to see how an addon could now replace the default UI. Moving forward, the default interface might also be converted into an addon. The great part is that part of th…
I have been working on supporting addons in the game. By allowing players to create addons, it opens up a lot of possibilities and can in fact improve the game experience. Because players might enjoy the information laid out differently, like a minimalist UI, or a more complex one, it is importa…
Hi everyone! I published another devlog video, and this one goes through a few of the networking implementations I did for skills like a fireball, charge, and also NPC patrolling. It dramatically reduces the bandwidth needed by changing a bit how things work. I hope you enjoy it, and if you want…
A video recorded for the start of the networking video. As usual, you can follow the video devlog on Youtube at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg
Working on the new video for my Youtube devlog channel. On this video I will talk about some decisions I did regarding networking, and how I dramatically reduced the bandwidth used for spells and NPCs actions and movement. You can follow my video devlog on Youtube at https://www.youtube.com/chan…
I have a video devlog, which you can follow on Youtube at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg and I am posting every now and then.
Working in the direction of loading characters depending on their armor, skin color, hair, etc. This presents a lot of challenges, but…
Started working on a small village for a side story and quests. It's in a very early stage and a lot of details still haven't been added, but it's getting shape. It also shows the weather system in place, along with water. What do you imagine is the story for this place? ?
If you want to fol…
I made a video about the Quest Editor, which simplifies the process of adding quests to the game. As an example, I add 3 quests with different objectives, from scratch, and test each of the quests. You can see the video below. Follow me on:
Twitter: https://twitter.com/ricvalerio7
Youtub…
Wrapped up most of what I wanted to clean up before recording. So here is what the quest editor looks like now, and it's soon time to record! ? It's a lot better than what once was working directly in the inspector with much less functionality, and it's much more fun to add quests and let myself…
Here is a sneak peek of the quest editor, of which I will post a video soon. The principle is the same as the spell editor: minimize coding intervention and allow quest designers to enrich the world with little effort. Follow the development of my online RPG here and on my youtube channel, at htt…
I have published a video of my online RPG, where I go through the Spell Editor, create a few spells and test them in game. I created the spell editor to make it easier to manage the spell creation and balancing process, and minimize coding intervention. I hope you enjoy the video, and if you wan…