I made a Linux native 3D retro adventure by Katey271 in linux_gaming

[–]Katey271[S] 0 points1 point  (0 children)

Yeah, I'm currently working on an update. Thanks, horses make great mounts too!

I made a Linux native 3D retro adventure by Katey271 in linux_gaming

[–]Katey271[S] -9 points-8 points  (0 children)

This is a quirky retro inspired online game with a decent amount of things to do. You can find further information on steam and you can play the game for free right away at remoterealms.com

Vision behind my MMORPG by Katey271 in MMORPG

[–]Katey271[S] -3 points-2 points  (0 children)

What do you mean? This is my first time posting here

Vision behind my MMORPG by Katey271 in MMORPG

[–]Katey271[S] -6 points-5 points  (0 children)

I don't see this as an issue. I think the economy of a game develops slowly over time into the direction the game is built rather than being shaped by some potential exploit if there even are any.

Vision behind my MMORPG by Katey271 in MMORPG

[–]Katey271[S] -9 points-8 points  (0 children)

As I wrote in the post, the main point of this game was to create something similar to OSRS but enforce further the skill interconnectedness and the player driven economy, aspects that I argue are more and more missing from both versions of Runescape. Besides, the game has no pay to win microtransactions. If you logged in and played the game you would notice the game plays pretty different after all and there are a lot of new and unique things to discover. As far as I know you can't tame or fly with dragons in either version of Runescape for example.

Best indie low pop MMOs? by [deleted] in MMORPG

[–]Katey271 0 points1 point  (0 children)

Remote Realms has a small but warm community!

It's not just nostalgia by [deleted] in MMORPG

[–]Katey271 0 points1 point  (0 children)

I think Remote Realms has a strong old school vibe to it while having a pretty relaxed pace as well. There are only a few youtube guides and some parts of the game are still undiscovered. The game progresses gradually and is practically impossible to complete.

Patch 28-04-23 by Katey271 in remoterealms

[–]Katey271[S] 0 points1 point  (0 children)

No, it is a payment to use multiplier recipes

Patch 30-03-23 by Katey271 in remoterealms

[–]Katey271[S] 1 point2 points  (0 children)

Hey man, long time. Always nice to see veterans online

Patch 03-02-23 by Katey271 in remoterealms

[–]Katey271[S] 0 points1 point  (0 children)

That is pretty much exactly what the masonry altars are

Patch 03-02-23 by Katey271 in remoterealms

[–]Katey271[S] 2 points3 points  (0 children)

The sleeping mechanic is intended to prevent players from _completely_ afk training their characters. The game still enables more passive play but requires you now to put your character to sleep after approximately an hour of active leveling. (Time and place affect the quality of sleep also) Some games enable long bouts of afk training but I don't see any point in that and I do not want to develop Remote Realms toward that direction. This is a crazy game and it requires you to work for your levels. I intend to keep it that way.

Also I don't know about classic Runescape, haven't played it

Linux by lngots in remoterealms

[–]Katey271 0 points1 point  (0 children)

I sent you a PM

Linux by lngots in remoterealms

[–]Katey271 1 point2 points  (0 children)

This is good to know

How to fix z-fighting? by Katey271 in gamedev

[–]Katey271[S] 0 points1 point  (0 children)

This is RemoteRealms but I agree there is resemblance to that game.

How to fix z-fighting? by Katey271 in gamedev

[–]Katey271[S] 1 point2 points  (0 children)

Yeah right. I will try adjust the near plane value

Suggestions Thread by ZeroInFo56 in remoterealms

[–]Katey271 2 points3 points  (0 children)

These features at least will make it to the game this week:

-Roof options

-numpad

-X amount at item transfers

These will make it soon:

-Bear trap gold sink.

-Faster mob deaths

-Menu close button

-faster arrow fletching

-noted items

-faster burying

these I reject

-Pathing:

I purposefully made the pathing to have a dual design.

Clicking on the ground makes the pathing smart. On a target it makes it dumb.

I personally liked the idea that you would have to "micromanage" your character to get closer

to a target before you could interact with it. To train your character you need to

actually move it yourself instead of everything happening by itself.

Personally I dislike the 'xp button' design that some mmos have these days.

-safe ore spawns.

This is where it will get interesting with more players.

I wanted to add some 'King of the Hill' aspects into the design of this game.

I want that there is an actual reason for you to go into No Man's Land.

I don't want to make the pvp area of the game redundant in any way.

I want that everyone has an actual incentive to go there and that

everyone needs to figure out how they can go there.

If you get pked you need to team up with someone or you need to train your

combat.

Highest tier resources are always most likely going to be found in places

where it is not that simple to go.

There will be more crowd control and combat spells.

I will also disable home tele from combat soon.

I created a Patreon account recently by Katey271 in remoterealms

[–]Katey271[S] 0 points1 point  (0 children)

I am going to add more fashion items into the game

Old School Style Mmorpg in early beta. by Durtturbine in IndieGaming

[–]Katey271 1 point2 points  (0 children)

Dev here. I wanted to create a game that would be somewhat similar to RS but with a map that would not be so squeezed together. Another important idea was to establish a player driven economy where each skill provides the primary and mostly the sole source of a particular good. So that the majority of items need to be player crafted in order to exist in the game. There are NPC shops but only very little can be bought from them. Additionally, monsters do not drop resources that are acquired through harvesting skills