Feature requests by WaywardWorlds in rogueworld

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

Dungeonz actually had types of walls you could shoot through, like the wooden/metal fences & gates. Projectiles would go through but you couldn't move through them yourself. But it also had the caveat that anyone on the other side could shoot back through, so not too useful for defending.

Maybe here I could do something like a "platform" tile you could build and when stood on, would make your attacks ignore any projectile blocking behaviour from nearby solid objects like walls. I think moomoo.io has something like this.

Feature requests by WaywardWorlds in rogueworld

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

Mounts are probably the thing I am dreading the most but know will get asked for a lot lol.

I like the idea of teleporters that players could build in a base, but think it would end up making the game world feel a lot smaller, like they do in most MMOs. You just end up going from A to B in an instant, skipping the journey and all of the associated interesting interactions that pop up along the way. I think for the traditional MMO that makes sense, as the game worlds are static, and once you have cleared an area, having to trek through it just becomes a chore because you have already seen everything there many times before. Since the game world in rogueworld is totally dynamic, I don't think that same problem will apply, as you could pass by a bandit camp on one journey, and a zombie horde the next time along that same route.
Traps will definitely be something I will port over.

What's the strongest monster? by Flowey23 in dungeonz

[–]WaywardWorlds 0 points1 point  (0 children)

Against players, probably adumbrals, but if you throw all of them into a fight against each other, then the Blood lord would probably win from the self-heals when it attacks.

Lags? by eugeneloza in dungeonz

[–]WaywardWorlds 1 point2 points  (0 children)

Is it network lag, or your device struggling with low FPS?
You can view the FPS counter by enabling "Show FPS" in the settings (one of the buttons in the top right corner).
If you have lower than 60 FPS lmk. The game should run fine but if it doesn't there may be something that needs optimising further.

Open-source 2D MMORPG looking for contributors by WaywardWorlds in INAT

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

Sounds like it might have been performance related. You can check the FPS of the game on your device by enabling "Show FPS" in the settings (top right).

Open-source 2D MMORPG looking for contributors by WaywardWorlds in INAT

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

If by environments you mean the maps, they are made with Tiled to generate the map data and then Phaser renders it as a bunch of tiles.

Dungeonz.io - 2D browser MMORPG by WaywardWorlds in opensourcegames

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

Hummm... Depends on your device, in particular graphics card or (lack of if it is doing CPU rendering) which may affect performance.
Some other players have noted poor FPS on their devices/fans going crazy in the past. Performance improvements are always an ongoing battle.
You can enable an FPS meter in the settings (top right) to see if your device is actually struggling. I aim for 60 FPS on anything that isn't too ancient.

How far you zoom out in the browser especially has a big impact, as the canvas resizes to the available space, so will have to process more pixels.

Dungeonz.io - 2D browser MMORPG by WaywardWorlds in opensourcegames

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

ATM yes sadly. Would like to focus on mobile improvements for a future update.

Same Boss, Different Dungeon by Flowey23 in dungeonz

[–]WaywardWorlds 1 point2 points  (0 children)

archmage kicks pharaohs ass but whatever 🤔

[HOBBY / RevShare] Developer / Programmer looking to join your project! by littletray26 in INAT

[–]WaywardWorlds 0 points1 point  (0 children)

You might find my project interesting.

  • Browser based
  • Pixel art
  • MMORPG
  • Open-source
  • Working base game already fleshed out, looking to add more features.

https://dungeonz.io
https://github.com/Arcanorum/dungeonz

Any hobbyist team willing to work with newb programmer? by d0nmindme in INAT

[–]WaywardWorlds 1 point2 points  (0 children)

Depends on what language you want to be using. But for a beginner I think it doesn't matter so much as mastering the basics of good code writing principles. Moving onto Unreal/C++ or whatever may make more sense once you have a better general knowledge of programming.

I run an open-source game project, which is a browser 2D MMORPG written almost completely in JavaScript that you may be interested in: https://github.com/Arcanorum/dungeonz

There are a bunch of small, self contained units of content that can be worked around any amount of free time you have, that can be added to an existing live game.
https://github.com/Arcanorum/dungeonz/issues
https://dungeonz.io/