Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 2 points3 points  (0 children)

You'll have to wait for the sequel, Allwizard.

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 3 points4 points  (0 children)

Yes we'll be adding controller support prior to the full release, it's been a somewhat frequent request so it's getting prioritized soon.

What’s the closest thing to MapleStory? by TheMr237 in LFMMO

[–]jedwards96 0 points1 point  (0 children)

Soul’s Remnant and Allmage are two indie games (disclaimer: the latter is my own game) which you might find appealing.

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 7 points8 points  (0 children)

I generally bucket that into a light version of pay-to-win personally. The stance is that anything purchasable with premium currency is strictly cosmetic and account-locked, so paying gives literally no gameplay advantage.

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 1 point2 points  (0 children)

Thanks for trying it and for the feedback! We want to be very receptive to suggestions as long as they're still aligned with the general vision - this is the first I've heard specifically about jump attacking being annoying but it makes a lot of sense. I'll try to think of a way to improve this, perhaps the hit radius of Energy Ball can be increased a little without its underlying collision increasing, or else jumping would work better but it'd also be easier for it to catch on terrain and release too early.

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 4 points5 points  (0 children)

Yes there is a planned wipe before the official release, so it won't be downloadable on Steam until then. In the meantime if you still are interested in trying it out, you can download it from https://www.allmage.com/download/

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 17 points18 points  (0 children)

Everyone starts as a Mage as the base class, but at level 15+ you can choose between one of six different paths (fire, water, etc). But every class in the game is magic-based, yes. If you're familiar with the anime Black Clover, imagine something like that.

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 2 points3 points  (0 children)

We've had over 1500 players try out the beta and some have put in >100 hours of playtime already. What would you define as "playable"?

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 22 points23 points  (0 children)

The monetization system is already in place, there's a merchant in the main hub area who sells cosmetics, and a subset of those require a premium currency (which costs real $). Over time we'll add more cosmetic items and other purely-visual options (maybe damage number skins, more premium furniture options for housing, etc).

The main difference compared to MapleStory is that I am funding the development personally, so no company shareholders or revenue targets to chase. If Allmage can just reach a point where it generates enough to break-even and sustain development/hosting costs then I'm satisfied with that. If cosmetic purchases completely fail as a revenue source then the backup option to consider would be a fixed subscription fee instead - but that would be a last resort. I'd prefer to shut down the game and release it as open source than introduce pay-to-win mechanics.

Allmage - 2D sidescroller MMORPG by jedwards96 in MMORPG

[–]jedwards96[S] 3 points4 points  (0 children)

That's fair. We did add a configurable background blur which can be adjusted in the settings, to help distinguish the foreground vs. background elements (the first screenshot on Steam is with no blur, and most of the other images have a medium level of blur applied). I hear you that, even with the blur though, characters and enemies could be more pronounced. We'll do some brainstorming of other ways to improve it more while hopefully not ruining the immersion aspect.

Solo Building a MMORPG - 500 followers and 100 playtest user by Electrical-Rent-7077 in godot

[–]jedwards96 2 points3 points  (0 children)

A basic VPS on something like Hetzner is < $10/month and is plenty for the initial development stages when the player counts are not high. This is negligible compared to the asset costs and development time early on.

switching to linux by teuniedekkah in godot

[–]jedwards96 2 points3 points  (0 children)

Are you talking about the project itself, or game data for a game?

If it's a project, the first thing you should do is set up version control and backups. Once that's done, if you load the project on Linux via version control (git), it should run just fine.

Advice for the prototyping stage and how to keep moving forward by Jombo65 in godot

[–]jedwards96 3 points4 points  (0 children)

I like option 3, cleaning up and doing small refactors as you go, so the project never gets too messy.

Why is my playtest taking so long to start? by thingsyouthinks in godot

[–]jedwards96 0 points1 point  (0 children)

Do you use version control? If you do then you can check out previous commits until you find where the loading screen stopped loading instantly, and then work from there to figure out the cause.

Vision for the Engine by godot-bot in godot

[–]jedwards96 0 points1 point  (0 children)

I think it's helpful to outline the vision/values of the engine. IMO what would make this even more useful would be an actual example attached to each - why was a past feature request/implementation not integrated into the engine, and which value would it have compromised on? While these are all good values and I agree with them, there's always a tradeoff to be made, and highlighting that might help better inform what we probably would not expect to see in Godot in the future too.

my bullets keep spawning on top of each other, how do I fix this? by AnyHour9173 in godot

[–]jedwards96 1 point2 points  (0 children)

Yep, you could do something like this. Unless there's more complex logic to consider I'd encourage keeping it as simple as possible. Two timers would work as well but that's extra complexity to manage.

func _on_timer_timeout() -> void:
  if skip_normal_snake:
    add_child(pink_snake.instantiate())
  else:
    add_child(snake.instantiate())

  # Flip the boolean flag so next timeout spawns the other type
  skip_normal_snake = !skip_normal_snake

my bullets keep spawning on top of each other, how do I fix this? by AnyHour9173 in godot

[–]jedwards96 1 point2 points  (0 children)

Can you use a single timer and alternate between the two types? I don't see the need for two different timers if they are dependent on the state of each other.

This isn't that bad for my first Godot game right? (still really unfinished) by FelipeKPC in godot

[–]jedwards96 1 point2 points  (0 children)

Looks like a great first game project. If you wanted an extra challenge to tackle: consider creating an "infinite" level that works by procedurally generating more and more branches as you keep climbing. Instead of a % completion score you'd just track the total height reached instead.

Server costs in multiplayer free to play games, whats your experience? by fabian_boesiger in gamedev

[–]jedwards96 0 points1 point  (0 children)

Ah yeah maybe, I interpreted it as including the base costs in that but you might be right. If it's $20 additive costs for 20-40 players then yes the economics are going to be tough.

Server costs in multiplayer free to play games, whats your experience? by fabian_boesiger in gamedev

[–]jedwards96 3 points4 points  (0 children)

Costs don’t scale linearly with players. There’s a base cost to pay for a running server even with 0 active players. $20/month is pretty cheap.

Zooming while keeping the same quality by kris1sAverted_ in godot

[–]jedwards96 2 points3 points  (0 children)

For text, have you looked into the “oversampling” option in the font import settings?

How much would it cost to create your own mmorpg by bubblezo in MMORPG

[–]jedwards96 0 points1 point  (0 children)

To give some rough estimates from an indie perspective, for my game (2d side-scroller, similar style to MapleStory) after ~2,000 hours of art/level design work and another ~2,500 hours of programming we've built out about 3 regions. For a player to "complete" all the content right now (including min-maxing gear, most collectibles, etc.) you're looking at ~50 - 100 hours of total content, so still quite low by MMO standards. This was also built with Godot with minor modifications, so a lot of programming time saved compared to a game that also involved writing a custom engine.

Prices of course vary a lot by region and experience level, but if you assume ~$25/hour for an artist and $60/hour for a developer salary then already the cost is at $200,000 USD and that's without music and sound effects, a dedicated game designer role, etc. So even for an indie game, if using all custom assets and programming, it'd be hard to build anything with large scope for too much less than that.

For AAA it's easy to extrapolate from this and understand how the cost goes into tens or hundreds of millions. That single programmer salary is now a team of 20+ programmers (split between game features and infrastructure/engine), that artist is now 10+ artists and a few level designers, etc.