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#1 (permalink) |
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Marios's Mustache Wax
Join Date: Jan 2011
Posts: 11
Reputation: 10
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I am developing an indie rouge-like mmorpg with some twitchiness. The game is written in Java (client and server), and be can be played right away at:
http://www.janthus.com The game features: - NPCs - Player party support (you can join each other's parties) - Magic system - Items (weapons, armor, etc.) - Chat Game testers. I need at least 10 people logging in and cooperating in party mode, fighting against each other, or the hordes of monsters roaming the world. Please contact janthus.info@gmail.com to get a hold of me (Aron), if you want a persistent account, or leave a message at http://www.janthus.com/guestbook. I really want some feedback, and also see if the system can handle more than 5 simultaneous players! |
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#2 (permalink) |
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Marios's Mustache Wax
Join Date: Jan 2011
Posts: 11
Reputation: 10
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... plus when the game matures, the most helpful testers will be granted god-status: you will be able to terra form the countryside (move mountains, create oceans, etc.). I need people to help log in and play in party mode. I'm online now.
Moderators of this forum -- if I'm in error make this plea, please lemme know via email, and I will stop! |
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#5 (permalink) |
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Marios's Mustache Wax
Join Date: Jan 2011
Posts: 11
Reputation: 10
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Thanks Eriond. I'll keep this forum abreast of my developments, and maybe as the featureset and graphics get more interesting, someone might actually log in
![]() Made some notable improvements to the world of Janthus (http://www.janthus.com), including: - the humanoid sprites, their equipment, objects in general are now no longer rendered in ascii; they're rendered as vectors now (looks better) - added mouse controlled attack (short and long ranged): added movement via mouse (right click) What this does is allow me to more easily create visible objects in the world, since we're no longer constrained by ascii characters. Note other other people who might try to use ascii graphics in this way ... its very limiting (though stylistically satisfying). Next ... maybe now I can actually throw in the experience / levelling system, so players can have something to work towards. Last edited by rachoac; 02-12-2011 at 11:16 AM. Reason: -=Doublepost=- |
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#7 (permalink) |
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Marios's Mustache Wax
Join Date: Jan 2011
Posts: 11
Reputation: 10
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Made some improvements to the game since I was last in here:
* performance improvements due to lagfighting algorithms now in place -- wether you're from beijing or Iowa, it should still be reasonably good as long as you have a reasonable connection. * Added dynamically transitioning tiles -- no need for 16 versions of the same tile, one for each other adjacent tile (better graphics). * Added "wall hugging" walking behavior, to compensate for the unusual grid. If you bump into something, your character will try to walk around it. More to come. Please stop by and give me encouragement!
Last edited by rachoac; 02-26-2011 at 10:23 AM. Reason: -=Doublepost=- |
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