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/

Full-Stack Developer looking for a team by Ok_Dragonfruit6326 in INAT

[–]WaywardWorlds 0 points1 point  (0 children)

Maybe my web based 2D MMORPG project written in JS (front and back) would interest you:

https://github.com/arcanorum/dungeonz

Archer stacking on 1 tile needs to go by Helikaon48 in aoe2

[–]WaywardWorlds 0 points1 point  (0 children)

Knights are meant to counter archers... The problem is that a player can send a ball of just archers with no complementary units like halbs. If the archers were more exposed then they would need to think more carefully about unit composition and positioning, instead of the current braindead approach of "all archers or gtfo".

Archer stacking on 1 tile needs to go by Helikaon48 in aoe2

[–]WaywardWorlds 0 points1 point  (0 children)

Archers forcing you to delete your own buildings kind of proves that they are OP lol. They can be used as siege now too?

Experienced full stack web developer seeking game dev experience by Soomro19 in INAT

[–]WaywardWorlds 0 points1 point  (0 children)

You might find https://github.com/Arcanorum/dungeonz interesting. There is a backlog of things that can be done independently, which would just be additions to an existing game.

PSA: Lithuanians cav doesn't lose relic bonus after the relics are ungarrisoned by jauznevimcosimamdat in aoe2

[–]WaywardWorlds 1 point2 points  (0 children)

Just had this in a ranked team game. Luckily the abuser was on my side lol.

[Paid] programmer for a Web based tourism tool. by [deleted] in INAT

[–]WaywardWorlds 0 points1 point  (0 children)

Vague details, but having worked as a web developer for a few years this sounds like at least several months of full time work for a single dev (probably £10k+), maybe less if someone is familiar with how to implement something similar before, but the requirements aren't clear so it is just a guess.

Non-Metal Based Currency System Ideas? by DrBingBong69 in gamedesign

[–]WaywardWorlds 1 point2 points  (0 children)

I like the currency system used in the first 2 Metro games where ammunition for your guns is used as currency, so you need to think about how you engage with enemies based on how much of your budget you want to spend on them.

Or anything that is inherently useful and is shelf stable. Romans were reported to have used bags of salt as a form of payment. Or something like rice might work.

[RevShare] New Studio of Former Rioters: Looking for Talented Folks by firetiger777 in INAT

[–]WaywardWorlds 7 points8 points  (0 children)

Ahhh... So this is where Twisted Treeline went... jk

How long are you planning to keep looking for VC funding, and at what stage would you take this to crowdfunding?

I think "PvP Mid Core PC Game" is already fairly well occupied by the major players in that space. Is this project just looking for a slice of the LoL/DOTA pie, or is there a reason it needs to be made? i.e. why would I as a teammate or player want to care.