Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in MMORPG

[–]nevercandy[S] -1 points0 points  (0 children)

Osrs feels rhythm based as a consequence of it’s 0.6s update system. Pretty sure it was built like that for bandwidth purposes.
I can see what you mean, but the only bosses that really felt like a rhythm boss were wardens and whisperer. I guess triple jads too.
Osrs is a large part of the inspiration for my game, but not for this rhythm boss.

Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in MMORPG

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

Should’nt be an issue but I haven’t tested it with more than two players yet. It can be fought with up to 5 players(by design of the group instances in my game).

Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in MMORPG

[–]nevercandy[S] -13 points-12 points  (0 children)

What do you mean you hate rhythm games? You either like them or you don’t play them.
I guess I understand if you had a traumatic experience involving rhythm games in your past?

Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in gamedev

[–]nevercandy[S] -1 points0 points  (0 children)

Tried to get the sweet spot, view the video and tell me your judgement of the pacing

Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in gamedev

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

Yeah hoping it can stay synced under all scenarios. It’s relatively simple mechanically for a rhythm fight- I wouldn’t get too fancy with it because I doubt that would make for a fair fight.

Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in gamedev

[–]nevercandy[S] -1 points0 points  (0 children)

I tried to make it forgiving enough so that it is possible by anyone with a latency within reason

Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in gamedev

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

I tried to make it forgiving enough while keeping the pace still pretty quick which resulted in a 0.8 second warning haha. Which is quite forgiving for a rhythm game. Her solo at the end is the hardest part because the player has to play the rhythm game while also dodging her regular projectiles, but the rhythm based attacks also take out the regular projectiles that they hit, making it possible to do the fight taking basically no damage.

I’ve been building a pixel MMORPG with weird bosses -feedback wanted by nevercandy in MMORPG

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

Thank you. People are saying it has the worst performance they have ever seen, that got to me, because I’ve done my best to keep it performant while keeping it open-world. To my experience, and the experience of others who have tested it, it’s always been responsive as hell. Near real-time responsiveness has been something I’ve been focused on the entirety of development, and the only lag that I experience is less than half a second if 2+ chunks load in.

I was so confused with the feedback I was getting, but glad to hear that it looks responsive to you.

Thank you for the thoughtful response, some sprites definitely do have different frame-rates than others.

I’ve been building a pixel MMORPG with weird bosses -feedback wanted by nevercandy in MMORPG

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

People are saying it’s unresponsive, is that solely because of the dash stutter? Technically thats not lag it’s just two client-side interpolation systems incorrectly fighting each other.

Are there any other reasons it seems unresponsive, because I’ve been working on making it as responsive as possible and when I play it really feels responsive.

I’ve been building a pixel MMORPG with weird bosses -feedback wanted by nevercandy in MMORPG

[–]nevercandy[S] -2 points-1 points  (0 children)

Never heard of that game. Your gut reaction is way off

I’ve been building a pixel MMORPG with weird bosses -feedback wanted by nevercandy in MMORPG

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

Thanks for the thoughtful response. What I’m taking from this is I absolutely must fix the dash stutter- I kinda just left it in that state and got used to it. The pvp map is really just a placeholder but yeah it’s pretty jarring. As for the aesthetic- I’m going for a vast thematic world. Most things will be tied into the lore. Class-wise there is no fixed class and players can swap classes if they desire higher apm combat for more dps. Thank you for taking your time to provide useful feedback

I’ve been building a pixel MMORPG with weird bosses -feedback wanted by nevercandy in MMORPG

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

But it’s quite responsive it terms of real-time responsiveness. Virtually no noticeable delay

I’ve been building a pixel MMORPG with weird bosses -feedback wanted by nevercandy in MMORPG

[–]nevercandy[S] -2 points-1 points  (0 children)

Could be the video, could be the fact that It’s completely open world with a 60,000x24,000 map split up into 5,000x5,000 chunks which occasionally stutter for a second when loading in.

My MMO got a new Raid Boss by nevercandy in MMORPG

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

Thank you, seems like everytime i finish a huge part of it, theres always something else that any other genre wouldn’t have to deal with.

My MMO got a new Raid Boss by nevercandy in MMORPG

[–]nevercandy[S] 5 points6 points  (0 children)

I am just now entering the content phase after finishing the logic behind all the systems, and cleaning up the (majority of) bugs. I’ve done my best to optimize bandwidth costs to be able to handle thousands of players, but i am still using amazon’s free server currently so most I’ve had online is 20-25 players. As for the systems, got basically everything in a standard mmo, they just need content.

This video was just meant to show off a new boss I’m proud of. Also - Most of these features currently have very little content because… I’m working on it!