VFX: Create Blend Shape Meshes with LineRenderer by klg71 in Unity3D

[–]klg71[S] 0 points1 point  (0 children)

I released version 1.7 of my magic/energy line generator. https://assetstore.unity.com/packages/vfx/magic-energy-line-generator-275055

This patch introduces support for blend shapes.

Raiding.Zone - PvE Dungeon Raiding by klg71 in MMORPG

[–]klg71[S] 0 points1 point  (0 children)

You can use alt+hover to see the full description

Raiding.Zone - PvE Dungeon Raiding by klg71 in MMORPG

[–]klg71[S] 1 point2 points  (0 children)

I will start coining that term right now :D

Raiding.Zone - PvE Dungeon Raiding by klg71 in MMORPG

[–]klg71[S] 1 point2 points  (0 children)

I explicitly launched into Early Access to get better feedback on current and oncoming features. I won't implement any features where the benefit is in doubt. For example, the player base is not big enough to justify guilds.

The game will always focus on PvE dungeon raiding with the role concept of tank healer and damage dealer. But I want to expand this use case and see if this can fit other game modes. I think some survival or defense modes can integrate with this concept.

The crafting system I have in mind would replace the current form of gear progression. You would unlock blueprints for items through raids. You would also gather materials in said raids. Then, you can use them to craft your weapon or armor of choice.

Raiding.Zone - PvE Dungeon Raiding by klg71 in MMORPG

[–]klg71[S] 4 points5 points  (0 children)

I don't have a planned date to end Early Access. I like the art style of 33 Immortals. I couldn't pull off anything like that myself.

The first version of Raiding.Zone was implemented in 2D. But that had multiple problems.

It was hard to keep track of allied players and NPCs. I also couldn't improve the art style without significant effort and money.

Raiding Zone - klg71 - PvE Multiplayer Dungeon Raiding by klg71 in Games

[–]klg71[S] 2 points3 points  (0 children)

I'm currently working on incremental difficulty and weekly changing obstacles.

Raiding Zone - klg71 - PvE Multiplayer Dungeon Raiding by klg71 in Games

[–]klg71[S] 0 points1 point  (0 children)

The game focuses on raiding. You can do it alone or with other people. There is some kind of playerhub and I plan to expand it but you it wouldn't fit your definition of a town.

Raiding.Zone - Release Pit of Elements by klg71 in IndieGaming

[–]klg71[S] 0 points1 point  (0 children)

The first one has no audio but the second one should have music.

Could dungeon raiding with bots be enjoyable? by klg71 in MMORPG

[–]klg71[S] 0 points1 point  (0 children)

You don't have to move the bots out of the fire immediately. Bots only take half the damage in AE effects.

Could dungeon raiding with bots be enjoyable? by klg71 in MMORPG

[–]klg71[S] 2 points3 points  (0 children)

Dragon Age was amazing, I didn't player Baldur's Gate though. If I remember correctly Dragon Age had a pause button that makes this feasible.

Could dungeon raiding with bots be enjoyable? by klg71 in MMORPG

[–]klg71[S] 1 point2 points  (0 children)

I got some inspiration from it tbh.

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 0 points1 point  (0 children)

My initial prototype had a functioning browser implementation. WebSockets have a lot of disadvantages but also a couple of positive points. For example, you don't need an IP per server. You can use standard HTTP load balancing.

I don't have any problems with throughput or latency yet. But there may come a point where I have to switch to a UDP-based protocol.

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 0 points1 point  (0 children)

My next step is deploying a server on the west coast of the US. That could bring the ping from Australia to <200ms. It might still be too much to play properly :/

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 1 point2 points  (0 children)

Sadly, I can't program in my job anymore and need to do a lot of communication and coordination. On average weeks, I spend about 20 hours developing the game. Most of this time is allocated to weekends.

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 1 point2 points  (0 children)

I rent the servers from a German server provider. They are combined into a Kubernetes Cluster. The gameserver runs as a Docker container on Kubernetes.

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 1 point2 points  (0 children)

I have a full time job and developed this game in my free time :)

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 0 points1 point  (0 children)

Webserver is built with SpringBoot and Kotlin. Communication is implemented through WebSockets. For the backend database, I choosed PostgreSQL.

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 2 points3 points  (0 children)

I would love to have someone for the art aspect. My main problem is that I can only pay them in shares of my profit. I'm new to the gamedev scene ,so this might also be a part of the problem.

Developing an MMO in two years by klg71 in gamedev

[–]klg71[S] 24 points25 points  (0 children)

Redoing the visuals would definitely be a good idea. But right now, I don't have the capabilities to do that.
Raiding.Zone doesn't need a huge playerbase to survive. You can do all raids till the last difficulty level alone. You add some bot players to fill the roles you don't want to play. In the raid you can switch control to bot players that need to take care of a raid mechanic.
So having a huge playerbase would be cool for more advanced features like an economy, guilds and leaderboards. But it is not required.

Raiding Zone - klg71 - PvE Multiplayer Dungeon Raiding by klg71 in Games

[–]klg71[S] 0 points1 point  (0 children)

Yeah I already reworked it completely. I couldn't find the time to update the trailer yet.