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Delist Thrones of Chaos





From the horses mouth:

"The game is not ready to be alpha tested either because you can't do anything in the game except for walk around. The game does not seem 90% complete -- it seems 50-75% complete. As the game exists now, there is no game, just a huge world with a few frozen monsters/NPCs scattered about."

Sean MC , Programmer
Thrones of Chaos

Delist them or you continue deceiving your readership. The advertising pennies must have run out by now.



Comments

  • WallyGatorWallyGator Member Posts: 18
    It was a matter of time before stuff got leaked. I've gotten some stuff too. They don't block off there directorys, they're fucking idiots.

    http://www.loudant.com/toc
    http://www.loudant.com/docs

    And I've got a bunch of stuff saved up. Man.



  • BiteyBitey Member Posts: 356

    I told people this about the fact that the new deveolpment team was just as crooked and disfuctional as the old team, yet nobody listened. I was told that I was a "troll" and not "giving the new team a chance". Anything even remotely related to mourning is shit and should not be given the benfit of the doubt.

    If anyone has more information, please post it along with the information about the IRC chat that never happened. We should make a new large mourning-type thread.

     

  • WallyGatorWallyGator Member Posts: 18

    You want more information? *Cracks Knuckles* You got more information.

    There was an open directory a while back, way back when this ToC drama started happening. It contained 3DMax files of finishing moves and characters, a text file called "Devplan.doc", the new interface, engine documents, and a doc called "BETATESTERNDA.doc", and I snatched it all before it was tooken down the next day. Heck, I even found an old Email and Password of the email account that dump files when your game crashed was sent to. Time for the challenge of posting it all in one thread. All of this is 100% real and unaltered. All stupid spelling mistakes from documents left in-tact.

    New Interface + folder of ToC crap - http://img208.imageshack.us/img208/4691/1eh0.png

    Orc Finishing Move - http://img228.imageshack.us/img228/333/2jg4.png

    From the Devplan.doc-


    Development plan to finish Age of Mourning

    2. Programming Tasks
    2.1. The dialog system
    The dialog system is 90% completed and needs 2 more weeks of work to be fully functional.
    Estimated development time: 2 weeks (I prefer todo this inhouse since the programmer is available)
    2.2. The monster AI
    The monster AI and path finding needs major improvements done to it. When it was originally coded we used a much smaller map for the test and when we put the path finding maps on the server with the finished (and much larger) game map, it didn’t work properly.
    Estimated development time: 4 months for 1 programmer
    2.5. The interface
    The current interface system is based on Bison scripting. We want to port it on XML and use a scripting for the entire interface. Since it is a simple system and we have various interface systems developed until now a junior programmer to work on this.
    Estimated development time: 3 months (note we have a XML based GUI system in development for our Sony games, if needed we can put it in the engine)

    2.2.2 Music
    There are many tracks of music that are completed and need to be put into the game world in their proper areas.
    2.3. The combat
    The combat is only half functional. Also the skills system has some features that are not implemented 100%. This is mainly server coding and it needs LOTS of coding.
    Estimated development time: 4-6 months for 1 programmer
    2.4. The guilds
    The guilds system was under development when we closed the server. It has 75% of the features implemented but they have a lot of bugs. The system needs to be completed and all the bugs need to be fixed. Since it is a rather independent system it can be assigned to a junior programmer.
    Estimated development time: 3 weeks for 1 programmer
    2.5 Various client fixing
    Most important bug is the stalls. They appear beause each time a character or monster appears some lists need to be recreated. Beside that there are lots of the parts of the code that need to be rewritten.
    Estimated development time: 4 months for 1 programmer

    2.4.1 Item selling / buying system

    Basically what this is , is a system that will track every sellable item in game (swords , armor, spells , etc).
    We are thinking of implementing a system where players can buy and sell in-game items for real world currency.
    This system should also allow guilds to raise or lower taxes on items dynamically that are being sold within their territory.

    2.4.2 Resource harvesting system

    To our knowledge there is a resource harvesting system in place in the code and should be complete. When we saw this functional in-game
    it was basically a system where there were resource points on the map (Ore deposites or rocks) and when you clicked
    on them it displayed a progress bar while material was collected from the resource deposite and than placed into your back pack
    to be used for crafting purposes. However , there are currenty no resource spawns on the map and need to be placed.
    appaently this system is dynamic and moves the resource spots around the map.

    2.4.3 Crafting system

    Crafting system is in-game and functioning. Needs some testing and bug fixing.

    2.4.4 Bloodline system

    From our understanding this system is around 50% complete. I will give an overview of how it is intended to function.
    Basically, there will be a set amount of play time for a characters life span (for example 5,000 hours) before the character reaches old age and dies.
    In order to continue a bloodline he or she would have to have a child in some way or another. It could simply be an icon or some indicator that
    they have an offspring. After the player reaches his lifespan and dies , he will continue on playing through his child. He will than gain skills faster
    or start out with higher skills in the areas that his parent mastered. For example: the child of a strong swordsman would automativally begin his new life
    with high stats ni sword skill and advance faster in that particular skill. He would also inherit all the wealth that the parent gained during their life span.

    Basically the bonus for a long continued bloodline in this way would be a character that is much more powerful in a particular skill than other characters that
    do not have a long bloodline associated with a particular skill. So for example , a 10'th generation swordsman would be much more powerfull in sword skill
    than a 1'st generation swordsman. However , the 1'st generation swordsman may be equally as powerful in hammers for example because he also continued
    his bloodline for many generations in that particular hammer skill. Players who do not choose or cannot successfully continue their bloodlines will obviously be at
    a disadvantage.

    2.4.5 Mount system

    We have two versions of horse models. A heavy horse model and a light horse.
    Rather than using them on static transport routes from point a to point b as they were being setup we would be interested in making them dynamic and controllable by players.

    2.6. Characters/Dynamic loading system
    The dynamic loading system for the NPC's is not completed which causes a stall when entering an area because
    the NPC's in that area need to be loaded rather than that occurring in the background seamlessly.
    2.7. General bug fixing for the server
    The server has bugs that need to be found and fixed. After we finish the most pressing things the server programmer should take some time to fix them.
    2.8. Client improvements
    Some parts of the client need to be rewritten to improve the performance and to make the code more extensible.

    3. Gamedesign tasks
    3.2 Balance the combat
    The combat/gameplay needs some balance.
    3.3 Items
    More items such as weapons / armors could be added to the world.
    3.4 World
    The NPCs and monsters need to be placed on the map in camps or spawn points.

    3.6 Misc visual improvements etc.

    -There is environmental mapping fx on armor and weapons but it does not show up in-game currently - bug.
    Video of environmental mapping/Shine FX on armor of character:
    http://www.ageofmourning.com/little_lost_dwarf.avi

    -Replace the current sky box with the previous one. Screenshot examples of previous sky box:
    http://vaultmedia.ign.com/rpgvault/image/mourning042801_1083161611.jpg
    http://vaultmedia.ign.com/rpgvault/image/mourning081802_1092811305.jpg
    http://vaultmedia.ign.com/rpgvault/image/mourning081801_1092811302.jpg
    http://vaultmedia.ign.com/rpgvault/image/mourning070702_1089182287.jpg
    VIDEO of previous sky box:
    http://www.ageofmourning.com/little_lost_dwarf.avi
    (above video also shows the missing environmental mapping fx/shine on armor)

    -Clouds should cast shadows on ground. This feature is already coded in-game and works in the terrain editor
    but does not currently seem to be working with the current sky box in-game. Should work also with previous sky box.

    -Improve current water FX for a bit more realism. Perhaps some bump mapping fx.

    -Revert lighting FX on crystals inside dwarf cavern areas to previous. Example of previous lighting in caverns:
    To the best of our knowledge this was using a post process pixel shader effect. (?) .
    VIDEO of previous lighting FX:
    http://ageofmourning.com/movies/footage1.avi
    Screenshot:
    http://vaultmedia.ign.com/rpgvault/image/realmsot022505.jpg

    -Improve appearance to player race models anyway you see fit. Hair textures etc.
    -Improve animations for a less rigid , more fluid feel.


    *To be continued*

  • WallyGatorWallyGator Member Posts: 18

    From "BETATESTERNDA.doc"


    FOR GOOD CONSIDERATION, and in consideration of being an active beta tester for Loud Ant Software and Age of Mourning the tester hereby agrees and acknowledges:
    1. That during the course of my volunteer testing phase there may be disclosed to me certain trade secrets of the Company and product; said trade secrets consisting but not necessarily limited to:
    (a) Technical information: Methods, processes, formulae, compositions, systems, techniques, inventions, machines, computer programs and research projects.
    (b) Business information: Customer lists, pricing data, sources of supply, financial data and marketing, production, or merchandising systems or plans.
    2. I agree that I shall not during, or at any time after the termination of my testing with the Company, use for myself or others, or disclose or divulge to others including future employees, any trade secrets, confidential information, or any other proprietary data of the Company in violation of this agreement.

    3. That upon the termination of my testing period from the Company:
    (a) I shall return to the Company all documents and property of the Company, including but not necessarily limited to: drawings, blueprints, reports, manuals, correspondence, customer lists, computer programs, and all other materials and all copies thereof relating in any way to the Company's business, or in any way obtained by me during the course of testing. I further agree that I shall not retain copies, notes or abstracts of the foregoing.

    (b) The Company may notify any future or prospective tester or third party of the existence of this agreement, and shall be entitled to full injunctive relief for any breach.

    (c) This agreement shall be binding upon you and your personal representatives and successors in interest, and shall inure to the benefit of the Company, its successors and assigns.
    (d) The Company logs all traffic entering into it's Networks and will have your unique IP on record for future review if any breach of this agreement should take place.
    By continuing past this point and pressing the below "I agree" button you state that you have read , understand and agree to be bound by the above statements.


    Screenshot of random text files - http://img143.imageshack.us/img143/2763/enginestuffbf3.png

    That's about it. The rest is tedious technical stuff.


  • vdctvdct Member Posts: 3

    What do you expect when the so called "owners" of the so called companies involved in this thing don't even use their real names...
    which were pretty easy to find anyway. They are so sloppy covering their tracks and their checkered pasts.

    There's a couple of teenagers, a troll you can also see posting on this forum under the names ddev, lysandig, and a million more who's the same guy as their webmaster, the guy ultimately responsible for them being exposed. Then there's a small group of people desperate to be in the game industry who have been fooled by these guys, and I do feel bad for them. And of course the Romanians who were always there and never left.

    You're going to see a lot of information out on these guysl. They shouldn't be allowed to pull the new scam they're preparing to try to legitimize their "game" since this Loudant-Nuanced thing failed so miserably.

    You can fool some of the people some of the time but come on....
    MMORPG.com needs to delist them and save some of their credibility. Or better yet, how about some investigative journalism for a change?







  • GameloadingGameloading Member UncommonPosts: 14,182

    Another people screaming for de-listing, just because Mourning was removed before. It wasn't removed because of its low quality or the lack of any sign of profesionality of the company, it was removed because of issue's between the company and MMORPG.com, when the company started to demand personal info of some of the members from mmorpg.com.  

    Ofcourse its pretty much a given ToC is a flop and the current company is a crappy. staff members post on al forums related to mmorpg's, spamming the forums with links to ToC.


  • bowquebowque Member Posts: 6
    " After this questions were raised as to whether it may be premature to consider such grand designs when the basics don't even work right now"

    It's amazing that these volunteer  developers are still brainstorming about basic game design and key features that aren't working. What a mess....



  • BiteyBitey Member Posts: 356

    http://razorwire.warcry.com/news/view/66941-Mourning-I-mean-Thrones-of-Chaos-getting-sold

    ----------------------------

    Spotted this hilarity at the official Mou...Thrones of Chaos forums:

    Hello all!

    I would like to take a few moments to bring everyone up to speed with what
    has been happening lately with Thrones of Chaos and Loud Ant Software.

    Over the past few months we have been contacted with numerous offers
    ranging from publishing to the full aquisition of Thrones of Chaos. We are
    currently in the very final stages of accepting an aquisition deal with a
    world-renowned corporation. Once complete, Loud Ant will move into the role
    of providing support and continued development services for the title after commercial launch in 2007.

    Further details will be made available in a public press release, possibly
    before the end of the year.

    If you have any questions regarding this,
    please post them in the thread already started for this subject in the general section, and we will do our best to answer them.

    So, while this puts Mourning at 3 sales, it still leaves it behind Horizons and its 4 sales in the "Crappy MMO that has been passed around like the bong in my dorm room" category.

    I can't wait until they announce that David Bowman is the actual buyer. Then the circle will be complete.

    ---------------------------------------


  • shaeshae Member Posts: 2,509

    Something, something, something Dark Side.

    Something, something, something Complete.

    *cue dark side vader music*

  • pinkdaisypinkdaisy Member CommonPosts: 361

    Time to resurrect the old mourning thread?

    ~PD

    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

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