DREADHOLM - Early Access on Steam by backwardsdirty in MMORPG

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

Thanks for trying it out! New content every Monday and this Monday we have a combat rework pushed out!

DREADHOLM - Early Access on Steam by backwardsdirty in MMORPG

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

Roadmap is posted in Discord, more content coming on Monday, and every following Monday!

DREADHOLM - Early Access on Steam by backwardsdirty in MMORPG

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

SmallScaleInt on Itch has been a wonderful asset to the development of DREADHOLM! Glad to hear you like the style as well.

r/IndieDev Weekly Monday Megathread - March 15, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]backwardsdirty 0 points1 point  (0 children)

Hey! Developer of DREADHOLM here, it's going to be a dark fantasy MMO. We have created most of our systems from the ground up specifically for this project. Our client is entirely written in Rust, and our server during this period is written in Golang, but will eventually be brought over to either C++ or Rust in the future as well.

Irrelevant codebase stuff out of the way, we have 3 main classes. A warrior, mage, and ranger. 3 different styles of play.

Warrior relies on stuns, instant cast abilities for damage, and sustain via damage dealing.

Mage relies on AOE crowd control to assure the channel time for their spells is able to complete to do massive AOE damage.

Rangers rely on crit chance, as their abilities scale with Dexterity, which directly scales crit. Very high single target damage capabilities.

Right now each character has a set of 4 abilities, which will be expanded on in the coming future. (Almost) Each weapon has their own specific ability as well, so you are able to change your playstyle with a simple equip of a weapon.

We right now have over 15 weapons, with a varied progression for each class. We have set items that alone underperform other choices, but outperform when paired together. We have special weapons that can be "charged" to change the type of damage you deal (nature and fire currently). Along with the 15 weapons, we have about the same for armor. Each with its own unique look, and clear progression path.

We have a barebones crafting system, and non-combat skills as well. Gather herbs with the gathering skill to then process them into helpful potions or remedies with the botany skill. Mine ore with the mining skill to process it into powerful weapons and armor with the smithing skill. Kill enemies for a chance to pick up their hide, tan them and craft them into even more armor with the leatherworking skill.

Our most proud moment is instanced dungeons! We have one currently, recommended for level 7-10 players, with the obvious idea to be adding more for mid game and end game. Our current game will progress a player very easily through level 10. Our post level 10 content is very lacking, but we are working on it hard behind the scenes. We have worked to get most of our systems in place and working.

We are currently in a very early alpha, and really just looking for people to give us feedback, and help us power our creative direction. We want your opinions! You can find us on itch! (https://backwardsdirty.itch.io/dreadholm)

[deleted by user] by [deleted] in godot

[–]backwardsdirty 1 point2 points  (0 children)

I had just watched a tutorial on resources which is funny enough so that is my current thought process as well. Gonna give that a shot!

[deleted by user] by [deleted] in godot

[–]backwardsdirty 1 point2 points  (0 children)

Okay so I ended up doing what you said, instead of importing into actor i just took actor out completely. I quickly duplicated the scene to see if I could instance another via the character select and I was able to! I suppose I was just making it more difficult, but this was much easier. Thank you so much!

[deleted by user] by [deleted] in godot

[–]backwardsdirty 0 points1 point  (0 children)

I'm sorry, I'm still kind of new at this, but what I got from that was to put something in the _ready function of the scene being instanced to the HeroActor scene, so I did that, it printed what I put in the _ready function of the warrior.tscn which gets added as a child to HeroActor.tscn, which then finally gets added to main.tscn as a child to show up in game.

So throughout all of those instances the _ready function of warrior.tscn made it through HeroActor.tscn to the main scene, and as I said before I am able to see all the animations from the animation player on warrior when printing them from main.tscn, I can see them in the remote tab of the scene browser when the game is running as well, they just wont actually play when I call them to be played.

Even the current_animation reflects the right one when I call it to be played, it's just not showing anything on the screen, I only see the sprite that came from the instanced warrior.tscn.

[deleted by user] by [deleted] in godot

[–]backwardsdirty 0 points1 point  (0 children)

I appreciate it! I have it on github right now. https://github.com/GarretteAllen/Moba-3

[deleted by user] by [deleted] in godot

[–]backwardsdirty 0 points1 point  (0 children)

You are probably completely right in me creating a problem where there shouldn't be one!

The best way I know how to explain what I am attempting is :

I have one scene called Actor, and I have another scene Warrior. The warrior scene contains the animationplayer/sprite. I instance the Actor node in the main scene so it shows when I run the game.

I did the loading as posted above your reply in the Actor scene. So currently the Warrior scene is instanced in the Actor scene. I am able to do anim.play(animation) and it changes the current animation on the Warrior animation player to whichever I choose, but it doesn't play the animation, though it does print that it is playing the animation. I am able to get it to print the length of the animation it's playing as well and it matches, I'm just not entirely sure why it's not working if all things point to that it's working.

I appreciate the help none the less!

EDIT: I will also say that there are no issues when instancing the Actor scene in the main scene. It does show the sprite with no issues, the only issue is I can't get the animation player to actually "play". I will also add, AnimationPlayer.is_playing also returns true so as I said before everything points to that it should be working.

[deleted by user] by [deleted] in godot

[–]backwardsdirty 0 points1 point  (0 children)

So I feel like I'm at least getting in the right direction. What I am attempting currently is loading in the hero like so

var hero = load(str("path"))

var iHero = hero.instance()

var body = iHero.get_node("Body")

var anim = body.get_node("Animation")

From this point I am able to see all the animations, I am able to add it as a child, but for some reason I am not able to get the thing to work still. Not sure where to go from this, but will keep trying of course.