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Community Project Server

Flatlander

Species Developer
Joined
Feb 17, 2009
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Location
Texas
Hello Everyone,
I had an idea to help bring otland community together a bit.

I would like to start a OT Server where development is open to everyone.

Basically, instead of people applying for "jobs" they would present "ideas".
Examples of how it would work:
First of all, the entire server will be open to the public on github, and there would be a test-server and a live-server online at all times, and the server folder would be synced to a dropbox (so we could sync the files live to all people currently working on the server, and to protect the files from being destroyed, deleted, or people losing work.)

If someone presents a Map, Script, Feature, or Idea and it gets approval, it will be added to the test server, after testing is complete on a feature it would be moved to the live server.

Also, I would be happy to pay for Hosting of the server and website. As well as help manage the project and help anyone that needs it.

Let me know if you think this is an interesting idea, and if you think you would like to help develop a community based server.
 
Nice idéa! But what if the server is semi serious and someone maps a good map, but the spawns are for really high-rate/extreme servers? Will we need to adjust the spawns to match the other content or something?
And what about quests? Someone maybe script something hidden for themselves or some easy quest to get full rare-set or something like it? Will it be verified and such by the staff to keep "balance"?

Really nice and fun idéa to bring people together + learn people how to work in a team :)
 
Sounds nice but dont really think this idea will go fine.
 
Yes, I'm happy help to developer new server concept, it's really nice...
 
Why not? New Tibia sucks

When making an OT, you aren't making "real tibia" you don't have to use the skull system, cooldowns, or anything, but the newest clients always have more features than the older ones (The only feature ever lost was Animated Text)

So using the new client gives you more sprites, more functionality, the client actually runs better (in my opinion) and has better features for players.
 
Yes but in my opinion all the features you just wrote killed Tibia. That's just my side of the coin.

I completely agree with you, but when making a custom server we don't have to use any of those systems, but we still get all the new creatures, and mounts, and all the other possibilities.

Hell, we could even use the 4 Doves PvP system to be picking what fighting stance you want to be in. Its a OT, we can do whatever we want.
 
This weekend I will start this project for us and see if anyone else wants to contribute.

Basically, I will make a Temple (starting location) for the map, then I will remove all tibia features (mainly spells and monsters).
After that, starting from nothing we can start building a server.

We will need to design it in a way that is very "open" so we can add countless spells, monsters, quests, and other features without ruining gameplay.

Spells and Abilities:
I think spells and abilities should be "learned" from spell scrolls. This way, even if we have hundreds of spells, players will have to obtain the spell scroll for that spell from hunting, quests, or buying them from npcs. (This way we can keep adding more and more spells, and just add it to monster loot drops)
If needed we could also limit the amount of spells each player can learn at once (You will have to forget a spell to learn a new one after you reach your max)

Map Creation and Addition:For the map, we would basically just need to start with a town, and then surround it with hunting locations. (I want to stay away from teleporters, if you want to make a stand-alone area or quest, make it an island and we can get to it by boat)

NPCs:
I would like to add in my new "Live NPC" system where NPCs walk around and talk to each other and do tasks when no one is talking to them to make the game feel more alive. Anyone can present an NPC, for any reason, In my opinion the more the better.

Monsters:
I will give everyone access to my custom AI for monsters so we can make them more fun. Balancing of loot and experience will be done on the test server before bringing anything live.

Quests:
I almost want to require all quests to have some sort of Puzzle, but I will leave that up to the community.

Mini-Games: (Like Zombie events, Bomberman, etc)
Anyone who designs a Mini-Game, can have it added to the "Game Room" of each town. (I suspect sooner or later we will have so many games it will end up like a giant theme park in every town, which should be interesting)

Raids and Events:
I think we should have weekly votes for Events and Raids, so if someone wants undead to take over the server for a week, and everyone votes this is a good idea. We can have it so zombies come out at night, and vampires start kidnapping people from towns, etc, for a week.

The point of this server is to bring everyone together. Which means anyone's idea can be added to the server. BUT it doesn't mean EVERY idea will be added to the server. Remember this is a community project, anyone can present an idea and have it put on the test server, but it is up to the community whether or not it will go to the live-server.

I'll start giving people "Access Rights" that want to help out next Monday if I get everything done this weekend.
Let me know below if you would like to help, and any ideas you have or what type of help you would be. (Mapper, Quest Maker, NPC Maker, Monster Maker, Scripter, etc)
 
I'm for this.

When this is done, we would use the newest/latest version of Tibia, but not make a Real Tibia project, and rather a 'custom' project, so we aren't pulled down by some of the newer systems put into real Tibia, but can use the new sprites, animations, and systems to our advantage. (i'm not about pointless 'retro' glorifying and having nostalgia cloud myself.. any 'new' feature that's been added can be removed(outside of ambient light, if we don't make a custom client))

I could set up the github and dropbox for this asap, that would take nothing.

A few questions would be:

What source would we use? tfs 1.0? or a massively edited 0.3.7+?


What type of a server would it be?

A slow role playing server with a focus on character customization, min-maxing, and deadly pvp?

Or a 'higher rate fun' server, with teleports to help move people around to where they should be faster, and promote pvp as more of a side game?
 
Nice idéa! But what if the server is semi serious and someone maps a good map, but the spawns are for really high-rate/extreme servers? Will we need to adjust the spawns to match the other content or something?
And what about quests? Someone maybe script something hidden for themselves or some easy quest to get full rare-set or something like it? Will it be verified and such by the staff to keep "balance"?

Really nice and fun idéa to bring people together + learn people how to work in a team :)

What could be hidden, all the files would be open for public view? And any additions/edits would be listed in chronological order, and who the editor was.

There would be a 'verification' process, which would be the testing done on the test server, before it's moved on to the 'live' server.

That way, for example, someone hid a Magic Plate Armour in their quest map.. it could be easily found, spotted, and removed.


And of course, the monsters would have to match the rate and theme of the server.. so strict guidelines would have to be made from the start about themes, and values for items/monsters/spells.

Example would be...

If we went the serious rate, monsters would have smaller values that match the slower paced gains that the player gets.

If we went the 'fun server' style, we could have monsters with ridiculous HP values like, 9million hp, but that would match the gainer rate the players get.
 
I like the idea. You should make some guidelines about coding style.
I can help verifying scripts etc. :)
 
I like the idea. You should make some guidelines about coding style.
I can help verifying scripts etc. :)

I agree with this, I think all scripts should be explained throughout with --comments, so they will be easy to fix, debug, and correct.

Also XML files will need to be properly managed with <!-- comments -->
 
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