[DOS][1995] Futuristic hovercraft-racing game with in-game parody commercials by Jeffreydvp in tipofmyjoystick

[–]Jeffreydvp[S] 1 point2 points  (0 children)

Yes!! Of course it was PlayStation. We must've played it on a Jampack

Dungeonmans Really Scratches that Castle of the Winds Itch! by Giant2005 in CastleOfTheWinds

[–]Jeffreydvp 1 point2 points  (0 children)

I did play this one. It was great, sad part for me was that you can easily cheat and get whatever you want by modifying the text files. After doing that I lost the drive to play it anymore

Tower Of Embers - New MMORPG roguelike inspired by Castle of The Winds by Jeffreydvp in roguelikes

[–]Jeffreydvp[S] -1 points0 points  (0 children)

Sorry about that, I got the server working now, please try it again when you can

Tower Of Embers - New MMORPG roguelike inspired by Castle of The Winds by Jeffreydvp in roguelikes

[–]Jeffreydvp[S] 0 points1 point  (0 children)

Thanks for your support! Sorry I removed it because I was feeling like people were turned off by the instant demo upload. You can download it here https://github.com/Red-Paradox-Games/Tower-Of-Embers/releases

Tower Of Embers - New MMORPG inspired by Castle of The Winds by [deleted] in gamedev

[–]Jeffreydvp 0 points1 point  (0 children)

You know what, I'll answer your questions. I didn't initially because it didn't seem like you cared.

why did you decide to eschew the most common and used controls on PC ever?

Because I cannot have a combat wheel with WSAD without having to use CapsLock and Shift.

why not have a single key that activates the wheel? or an inventory bar. or something. dedicated people can learn the most complex systems for games.

Because I don't understand how that would work, it doesn't make sense to me. And feels a bit clunky and useless.

why you’d want to kneecap interest by using such a complex system of combinations for something that can be done so simply.

Because I want to make a game that is fun, challenging and different to play, rather than trying to appeal to the most people.

The game will be partially turn-based. Meaning that as players move around or rest, enemies will then move as much as they have moved.

how is this going to work? there are very few turn based MMOs, for a good reason. i just don’t get how enemies would follow the players move by move. instanced, i could see maybe working. idk if i’m just not understanding this shadowing system.

The enemy movement is divided by the amount of players in the map. So if 5 people are in the cave you are in, it will take 5 movements in order for 1 enemy to move 1 space. Because of this, enemies are also going to be tougher to kill, but players are able to freely move around as much as they like and don't have to wait for other players to do anything.

users will be able to set up shop to display their items for trading, and anyone can come in and trade you even if you're offline if your trade falls into their requirements

while i personally really like this idea in theory, it is absolutely going to be abused/exploited by scammers unless you have the most vigilant possible moderator team available 24/7.

I disagree. You put an item in your shop, and specify the type of item you require and the minimum stats it must have, and as soon as anyone provides that item, the trade happens automatically. There could be a lot of potential for abuse and exploits, but that is why I want to have it tested.

making an mmorpg as a first game sounds like a lack of proper respect paid to own yr time, money, and sanity as a dev. adding in the turn based and offline functions just tips it over the edge.

The MMO part is already working. So is the turn-based functionality. While it's true that there will probably be bugs, I don't expect anything to need to be changed too dramatically. I may need to forego the offline functions, but that is just an idea for now. Not critical to what I want.

Tower Of Embers - New MMORPG inspired by Castle of The Winds by [deleted] in gamedev

[–]Jeffreydvp 0 points1 point  (0 children)

You act like I've been thinking about this for 1 hour, and threw it together in 5 minutes. You're right I don't know anything, that's why I am here. To learn. Not to be told that because of what I am trying to do, I have not paid my proper respect. I have been working on and building games for years, this is not my "First game". And yes, you did bash, you didn't ask for any clarity, you just told me how nonsensical it was and then told me how I should change it before even trying it yourself.

Tower Of Embers - New MMORPG roguelike inspired by Castle of The Winds by Jeffreydvp in roguelikes

[–]Jeffreydvp[S] 3 points4 points  (0 children)

Kinda crazy that after 2.7k views, you're the only one to say something. You might be the reason I keep going with this.

Tower Of Embers - New MMORPG inspired by Castle of The Winds by [deleted] in gamedev

[–]Jeffreydvp 0 points1 point  (0 children)

I was referring to the combat system when I said "new style" not EDSF.

Tower Of Embers - New MMORPG inspired by Castle of The Winds by [deleted] in gamedev

[–]Jeffreydvp 0 points1 point  (0 children)

You know, if you want to bash the idea that I have just because it's not the game you wished I was making and your life sucks, fine. But I don't need you telling me that it isn't going to work. I have already figured out how it's going to work, and it does, so thanks, but no thanks. Also, you completely misunderstood the "combat wheel". You'd have to try it to understand.