They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin If opportunity doesn't knock, build a door. -- Milton Berle
Today’s build has a new musical score and sound effects! A big thanks to Rance for composing the music/sound fx and to Will for integrating the new sound library into the game. The music is location dependent. There are many different sound effects for opening/closing/moving/creating/consuming things. Mobs also have distinct fighting sounds. You can adjust the volume properties via the menu->options window. The changes are another step toward polishing the game. Enjoy!
NOTE: Numerous players have experienced issues trying to log in. Clearing your cache seems to resolve the problem.
Also, for those interested in the technical side of the game, we integrated a Java Sound library written by http://www.paulscode.com/.
120 days and 37,512 lines of code later we've reached the 4 month mark. Alpha testing has been going on for about 5 weeks now and we've had nearly 750 people play TCD! Thanks to everyone who's played, given feedback, and helped out with the game!
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin If opportunity doesn't knock, build a door. -- Milton Berle
[bugfix] dagger was listed twice in copper golem lore window.
[bugfix] resolved issue where kill rights could be granted even in no security areas
[change] reduced number of uses for coin recipes
[change] lowered ore requirements for coin recipes
[change] higher level monsters now have a better chance of dropping essences (especially beholders and above to help compensate for their difficulty)
[change] it now costs fewer essences to increase health & stamina (the increases now comes at every +20 instead of every +10)
[change] increased health/stamina potion recipe drop rate
[change] decreased health/stamina potion recipe number of uses
[change] decreased teleportation potion drop rates for beholders
[change] increased deathward potion drop rates for ancient ents
[change] increased chance to get a teleportation/deathward recipe
[change] reduced teleportation/death ward potion recipe max uses
[change] pressing the esc key returns focus to the map
[bugfix] minor lore typos
[bugfix] performing a spit stack on a full bag item would cause the bag to become unusable
[bugfix] resolved issue where splitting a stack inside a corpse could result in a loss of the new stack on rare occassions
[change] corpse/bag/bank/reclamation center windows are now brought to the front when the window contents are refreshed
[bugfix] resolved an issue where a rare chain of events could strip the ownership flag from items stored inside bags rendering them invisible to the owner
[change] some serverside changes for better long-term item tracking
[change] new players cannot attack other players until they aquire at least 10 karma (karma bonuses from items do not count toward this total)
[added] minimalist "jump to page" feature in the market
[added] page up/page down can now be used to navigate market pages
[change] double clicking on the same item stack now repeatedly activates the item. For example you can now continue double clicking on a stack of potions and every second click will use an additional potion.
[feature] inventory hotkeys are now setup by default for new players
[bugfix] resolved issue where it was possible to manipulate items inside corpses from another dungeon
[feature] players now receive an event log message when entering a crevasse denoting how many monsters are inside
[feature] players now receive an event log when the last monster in a crevasse
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin If opportunity doesn't knock, build a door. -- Milton Berle
When I saw this post, I figured "what the hell, why not?" and I gave it a try. It takes a little bit of playing to get used to but then you find the concept is a damn good one. It's fun and with the addition of essences to the game, you can advance your character. There is tons of world to explore and it's just fun. Seems like more and more people are picking the game up. I would certainly recommend giving it a try.
When I saw this post, I figured "what the hell, why not?" and I gave it a try. It takes a little bit of playing to get used to but then you find the concept is a damn good one. It's fun and with the addition of essences to the game, you can advance your character. There is tons of world to explore and it's just fun. Seems like more and more people are picking the game up. I would certainly recommend giving it a try.
I'm glad you are enjoying the game Killion!
build 126:
[bugfix] context menu for bags located inside banks lacked an "Open" option
[change] removed some of the higher end mobs from spawning as WEMS because they are currently unkillable by players (there's a rebalancing coming that should resolve this issue)
[change] monsters will now retarget less often than before. This should allow for more strategic fighting when players are fighting in groups.
[change] the 3 existing world event monsters had their damage reduced so they can be killed. New ones that spawn should be killable by players
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin If opportunity doesn't knock, build a door. -- Milton Berle
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin If opportunity doesn't knock, build a door. -- Milton Berle
It's quite good for a one man job in such a short time. The game doesn't have a lot of depth, but you cant really get much with just 1 guy working on it. That being said, I've only played it for a day so maybe I shouldn't judge yet. I can say that the initial few hours of gameplay are pretty straight forward. It's a progression game. You progress with gear and karma instead of levels.
Overall it is suprisingly pretty entertaining. I don't see myself playing it for longer than week but I also have a very short attention span and rarely play an mmo longer than a month.
I would normally be put off by graphics like this, but the game is fun enough to compensate. You've done an amazing job for making it by yourself and in 90 days. It would be cool if the game was more deep, the graphics were upgraded, gear showed on your character, and there were animations for walking and such.
As for the depth, something that might be interesting would be player cities/guilds. If people could craft buildings that have different functions and offer benefits to their guild that would be cool. They could build walls, market buildings, and essentially found their own towns. Buildings would be attackable by other guilds, but NPC guards could spawn in the city after they build some kind of guardhouse/barracks building. perhaps guilds could also build better barracks or stables and other unit spawning buildings that take more and more resources as another progression incentive. You would need to incentivize attacking cities however to make it worth it for other players/guilds.
Right now the biggest problem with the game is just lack of players. It is really quite a decent game so i encoruage you all to try it.
Props to pinkdaisy. Fantastic work considering the circumstances.
EDIT: forgot to mention one more thing that could use some work. The interface. I may have just not figured out how to do these things, but if they aren't in game they should be: Players should be able to click to move, using wasd gets really tiring after treking around for several hours. There should be a replacement function when equipping gear. In other words you shouldnt have to drag off your current equipment then drag on what you want, you should be able to double click an item to equip it and replace whats in that slot.
Also there needs to be something to do with white gear. It just clogs inventory space.
Comments
Build 118 patch notes:
[update] image updates from krumple
[bugfix] with chat tab ordering defaulting to the wrong channel
[bugfix] multiple login dialogs no longer appear if a player idles at the login screen
[change] add extra info to login dialog
[feature] ability to change account passwords ingame
[feature] ability to add email address ingame for account recovery
[change] chat window & event log are now positioned near the center of the screen on clients with extremely low resolutions
[bugfix] bug allowed players who ran out of premium time to remain in the premium area
[feature] added a /roll feature to chat. performs a d100 dice roll serverside and broadcasts the results to all players in the channel
Build 118 patch notes:
[update] image updates from krumple
[bugfix] with chat tab ordering defaulting to the wrong channel
[bugfix] multiple login dialogs no longer appear if a player idles at the login screen
[change] add extra info to login dialog
[feature] ability to change account passwords ingame
[feature] ability to add email address ingame for account recovery
[change] chat window & event log are now positioned near the center of the screen on clients with extremely low resolutions
[bugfix] bug allowed players who ran out of premium time to remain in the premium area
[feature] added a /roll feature to chat. performs a d100 dice roll serverside and broadcasts the results to all players in the channel
build 119:
increased essence requirements for skillgain (health and stamina excluded from the new requirements)
lowered recovery rate for item reclamation
increased percent chance that items will have + modifiers instead of – modifiers
increased the chance that new item names will aquire a second prefix and a suffix
www.TheChippedDagger.com My 90-day 2D Java MMORPG project
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin
If opportunity doesn't knock, build a door. -- Milton Berle
Build 120 patch notes:
Today’s build has a new musical score and sound effects! A big thanks to Rance for composing the music/sound fx and to Will for integrating the new sound library into the game. The music is location dependent. There are many different sound effects for opening/closing/moving/creating/consuming things. Mobs also have distinct fighting sounds. You can adjust the volume properties via the menu->options window. The changes are another step toward polishing the game. Enjoy!
NOTE: Numerous players have experienced issues trying to log in. Clearing your cache seems to resolve the problem.
Also, for those interested in the technical side of the game, we integrated a Java Sound library written by http://www.paulscode.com/.
120 days and 37,512 lines of code later we've reached the 4 month mark. Alpha testing has been going on for about 5 weeks now and we've had nearly 750 people play TCD! Thanks to everyone who's played, given feedback, and helped out with the game!
cheers!
www.TheChippedDagger.com My 90-day 2D Java MMORPG project
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin
If opportunity doesn't knock, build a door. -- Milton Berle
build 125 patch notes:
[bugfix] dagger was listed twice in copper golem lore window.
[bugfix] resolved issue where kill rights could be granted even in no security areas
[change] reduced number of uses for coin recipes
[change] lowered ore requirements for coin recipes
[change] higher level monsters now have a better chance of dropping essences (especially beholders and above to help compensate for their difficulty)
[change] it now costs fewer essences to increase health & stamina (the increases now comes at every +20 instead of every +10)
[change] increased health/stamina potion recipe drop rate
[change] decreased health/stamina potion recipe number of uses
[change] decreased teleportation potion drop rates for beholders
[change] increased deathward potion drop rates for ancient ents
[change] increased chance to get a teleportation/deathward recipe
[change] reduced teleportation/death ward potion recipe max uses
[change] pressing the esc key returns focus to the map
[bugfix] minor lore typos
[bugfix] performing a spit stack on a full bag item would cause the bag to become unusable
[bugfix] resolved issue where splitting a stack inside a corpse could result in a loss of the new stack on rare occassions
[change] corpse/bag/bank/reclamation center windows are now brought to the front when the window contents are refreshed
[bugfix] resolved an issue where a rare chain of events could strip the ownership flag from items stored inside bags rendering them invisible to the owner
[change] some serverside changes for better long-term item tracking
[change] new players cannot attack other players until they aquire at least 10 karma (karma bonuses from items do not count toward this total)
[added] minimalist "jump to page" feature in the market
[added] page up/page down can now be used to navigate market pages
[change] double clicking on the same item stack now repeatedly activates the item. For example you can now continue double clicking on a stack of potions and every second click will use an additional potion.
[feature] inventory hotkeys are now setup by default for new players
[bugfix] resolved issue where it was possible to manipulate items inside corpses from another dungeon
[feature] players now receive an event log message when entering a crevasse denoting how many monsters are inside
[feature] players now receive an event log when the last monster in a crevasse
www.TheChippedDagger.com My 90-day 2D Java MMORPG project
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin
If opportunity doesn't knock, build a door. -- Milton Berle
When I saw this post, I figured "what the hell, why not?" and I gave it a try. It takes a little bit of playing to get used to but then you find the concept is a damn good one. It's fun and with the addition of essences to the game, you can advance your character. There is tons of world to explore and it's just fun. Seems like more and more people are picking the game up. I would certainly recommend giving it a try.
I'm glad you are enjoying the game Killion!
build 126:
[bugfix] context menu for bags located inside banks lacked an "Open" option
[change] removed some of the higher end mobs from spawning as WEMS because they are currently unkillable by players (there's a rebalancing coming that should resolve this issue)
[change] monsters will now retarget less often than before. This should allow for more strategic fighting when players are fighting in groups.
[change] the 3 existing world event monsters had their damage reduced so they can be killed. New ones that spawn should be killable by players
www.TheChippedDagger.com My 90-day 2D Java MMORPG project
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin
If opportunity doesn't knock, build a door. -- Milton Berle
If you played in the past now might be a good time to stop by and see what's new ingame! Also for those who haven't taken a look yet please log in!
www.TheChippedDagger.com My 90-day 2D Java MMORPG project
They that can give up essential liberty for temporary safetey deserve neither. -- Ben Franklin
If opportunity doesn't knock, build a door. -- Milton Berle
Great game!
Deffo give it a try, its refreshing and different. Lots to improve though but it's online alpha.
It's quite good for a one man job in such a short time. The game doesn't have a lot of depth, but you cant really get much with just 1 guy working on it. That being said, I've only played it for a day so maybe I shouldn't judge yet. I can say that the initial few hours of gameplay are pretty straight forward. It's a progression game. You progress with gear and karma instead of levels.
Overall it is suprisingly pretty entertaining. I don't see myself playing it for longer than week but I also have a very short attention span and rarely play an mmo longer than a month.
I would normally be put off by graphics like this, but the game is fun enough to compensate. You've done an amazing job for making it by yourself and in 90 days. It would be cool if the game was more deep, the graphics were upgraded, gear showed on your character, and there were animations for walking and such.
As for the depth, something that might be interesting would be player cities/guilds. If people could craft buildings that have different functions and offer benefits to their guild that would be cool. They could build walls, market buildings, and essentially found their own towns. Buildings would be attackable by other guilds, but NPC guards could spawn in the city after they build some kind of guardhouse/barracks building. perhaps guilds could also build better barracks or stables and other unit spawning buildings that take more and more resources as another progression incentive. You would need to incentivize attacking cities however to make it worth it for other players/guilds.
Right now the biggest problem with the game is just lack of players. It is really quite a decent game so i encoruage you all to try it.
Props to pinkdaisy. Fantastic work considering the circumstances.
EDIT: forgot to mention one more thing that could use some work. The interface. I may have just not figured out how to do these things, but if they aren't in game they should be: Players should be able to click to move, using wasd gets really tiring after treking around for several hours. There should be a replacement function when equipping gear. In other words you shouldnt have to drag off your current equipment then drag on what you want, you should be able to double click an item to equip it and replace whats in that slot.
Also there needs to be something to do with white gear. It just clogs inventory space.