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Alpha-Test Part 2 - Multiverse - Released **New Client**

Do you think you will play the below MMORPG?

  • I will play the Alpha.

    Votes: 45 59.2%
  • I prefer to wait for the Beta.

    Votes: 9 11.8%
  • I will wait till the game is fully released.

    Votes: 10 13.2%
  • I probably will not play this game.

    Votes: 12 15.8%

  • Total voters
    76

Flatlander

Species Developer
Joined
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Location
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Hello everyone,
I am thinking of opening my Multiverse MMORPG after New Years for an Alpha Sneak-Peak.

This is the game I have been working on for the past 3 years.

Countdown should update each time you refresh the page.

Here is the Client Download:
https://mega.nz/#!KxpGwLaD!oyA35vJocHLnjIyLfwkC0W18HIO3vINmoSABa_-FnnI
Just log in with blank account and password and it will have the account manager. (or 1/1)
bla_1484892000.png


There are bugs, there is currently no tutorial, and the client still isn't optimized, everything is pretty bare bones, nothing is balanced, and there isn't much content.

But hey, it might be cool to let everyone see what I've been doing with my free time.

The story is basically you are living energy that was created in the Multiverse. You can enter any Stable Universe and the more influence you have on history in that Universe, the more energy you will produce for yourself in the Multiverse.

The Multiverse is new, so it only has 3 Stable Universes.
(Basically a Complex Bomberman Universe, A War Universe, and a RPG Universe)

Please answer the poll and/or post below if you are interested or not, and why.

 
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Hello everyone,
I am thinking of opening my Multiverse MMORPG after New Years for an Alpha Sneak-Peak.

This is the game I have been working on for the past 3 years.

There are bugs, there is currently no tutorial, and the client still isn't optimized, everything is pretty bare bones, nothing is balanced, and there isn't much content.

But hey, it might be cool to let everyone see what I've been doing with my free time.

The story is basically you are living energy that was created in the Multiverse. You can enter any Stable Universe and the more influence you have on history in that Universe, the more energy you will produce for yourself in the Multiverse.

For Example, if you enter one Universe, there is a war going on between 4 races competing for control of an island. If you do really well in the war and help your race, you can gain Multiverse Energy. (Which can be spent in the Multiverse to give you global benefits when entering any Universe).

The Multiverse is new, so it only has 3 Stable Universes.
(Basically a Complex Bomberman Universe, A War Universe, and a RPG Universe)

Please answer the poll and/or post below if you are interested or not, and why.
I think u will bait some more players if you post pictures. :p
 
Anything made by you always turns out to be very unique and exciting. You made a simple bomberman server and I ended up having a bunch of fun. All of your projects were fun.
Curious to see what you've been investing your time into. I'll give it a shot if you decide to open it. :)
 
I think u will bait some more players if you post pictures. :p

Like I said, it is bare-bones. Pictures generally will look bad at this stage. (I may post something later today, since you asked)

This post is more for people like you and Zasranets who play all the custom servers that come out, and may want to try mine.
If random people see exciting screen shots, not being experienced custom OT Players, they may have difficulties starting a server that has no tutorial and custom features.

They can try it if they want, but the server is basically at the concept stage. We have the start of something, and once the foundation is polished it will be relatively easy to add to it, but I want to show off the foundation and see what people think.

**EDIT**
Just because it is at concept stage, does not mean it is not "playable".

Personally in the past 2 years, I have probably played it 40+ hours a month, almost every month. I am constantly playing and testing my own game. To me, it is fun, I just want to find out what other people thing at this stage, and see if anything needs to change before I move forward.
 
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What is the bomberman thingy like?
 
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What is the bomberman thingy like?

All 3 Universes are still in development.

But the plan for the Bomberman style game is this:
You are part of the Bomberman Race (Name and lore still being discussed) and you'll live in a Flying City.
Inside the flying city, they have regular tournaments, and competitions for training you to be a better Bomberman.
Then there will be expeditions outside the city into different locations to try to get more materials to make better bombs.

You can train in the following Arenas while in the Flying City:
Solo Puzzle Arena:
In this arena, you are spawned in a randomized puzzle, where you have to destroy barrels using your bombs and collect power-ups. One barrel in the puzzle will have a key, and one barrel will have a door. You must find the key to be able to walk through the door. (Monsters and traps will spawn and you have a time limit that counts down, you can collect clocks to increase the time limit).
Duo Puzzle Arena: Same as Solo Puzzle Arena but the arena is much bigger, and you work in a team of 2 players.
1v1 Arena: In this arena, you fight another player in a 1v1 in a randomized puzzle. There is no key, no door, and no time limit. Only Barrels and Power-Ups.
2v2 Arena: Same as 1v1 Arena but it is a 2v2.
FFA Arena:
Same as the other pvp arenas, but it is a 4 man free for all.
League of Bombers:
In this Arena. You will be separated into two teams, and you get to pick a specialized bomb-type. Barrels will spawn in 3 lanes (MOBA STYLE), and blowing up these barrels will give coins. You can use these coins to purchase power-ups when you recall back to base. The goal is to destroy the other team's Teleportation Machine, which will make it so they can no longer respawn. Then you have to kill the remaining Bombermen still in the arena to win the match.

Outside the Flying City, you will be in actual danger (you can actually die outside). There will be huge open worlds to explore with all sorts of monsters, puzzles, quests, and mysteries to solve. (I am looking towards Zelda: A Link to the Past as inspiration for building the gameplay outside of the Flying City. So if you liked Zelda: A Link to the Past, and also like Bomberman this will probably be very fun for you)
 
Still no pictures. I wont read that much shit. Havent you heard? A picture says more than a thousand words.
 
Still no pictures. I wont read that much shit. Havent you heard? A picture says more than a thousand words.
Here I have a picture that says 2 words:

t8qdde.jpg

I said specifically pictures basically show nothing due to it being in Alpha. I also said specifically this post is for people who like trying and testing out new custom OTs. This is an Alpha Sneak Peak. I don't give a flying fuck if you are too lazy to read some text. You would probably be too lazy to learn to play without an in-depth tutorial or deal with the bugs in an Alpha anyway.

I am a Developer that does not care AT ALL about the players that play my games. All I care about is the quality of the game I produce. I have my own standards and I do not care about you, or your friends. or anything you have to say.
Merry Christmas
 
Wow. Wow. Oh my fucking god what a retard LOL
I have nothing more to say.

You are entitled to your opinion, but that doesn't mean I have to respect it, or agree with it.

Some of the best games ever created have been ruined by listening to the players.
Basically any game that has constant updates.

I believe Cipsoft's Tibia was ruined by listening to players as well.
Players: "I died and i'm sad, I quit"
CIP: "Ok we will make it so when you attack someone you get marked as a bad player, and if you kill too many unmarked players you get banned."
Players: "I tried to kill someone that skulled on me and lost the fight because I couldn't run inside of PZ."
CIP: "Ok we will make it so if you attack someone that attacked you first, you don't get PZ."
Players: "I didn't make it to PZ and I died and lost my items. AoL is too expensive."
CIP: "Ok we will make blessings also protect your items, so you don't need AoL"
Players: "I died and couldn't afford blessings and I died a second time and lost my items."
CIP: "Ok we will make it so if you die in PvP with blessings you only have to buy 1 blessing instead of all 5."
Players: "I was hunting solo during a war and 20 players came and killed me, it was unfair."
CIP: "Ok we will make it so if a bunch of people kill you, or if someone high level kills you, you don't lose ANYTHING. But they still get unjustified kills, meaning PvP is almost useless."
Players: "I was hunting and used Exori and hit another player, got skulled, and he killed me."
CIP: "Ok we will make it so it is IMPOSSIBLE to accidentially hit other players with AoE abilities with the new "Dove System".
Players: "People keep killing me for experience points on a Hardcore PvP Server I chose to play."
CIP: "NO worries, we will also remove experience on Hardcore PvP Servers."
Players: "You should open a 7.6 server, back before you did all these updates."
CIP Should Say: "What!? You guys asked for all of these restrictions and new features, we didn't want them, we wanted the game to be hardcore and challenging and difficult, and you constantly petitioned us to change our game to be easy, dumbed down, and have almost no PvP at all."
 
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I think this topic kina went in wrong direction. On a side note I believe developers should think on their own not blindly follow what customers are saying. But lets get back to what we should be talking about: the custom server. I think it is good idea but information provided is not deep enough to evaluate it properly. It is enough to make me curious about it tho. Thus I am more than interested in trying it out but I advise @Flatlander to provide some kind of introduction to players so they will know what they are doing :) otherwise feedback might be a bit inaccurate (if you are interested in feedback that is).

I am browsing this forum for a while now. Always looking for something interesting and peculiar. It is not so difficult to find interesting content in here like chain lightning spell or systems that adds rarity and random stats to weapons. And seeing all that and knowing the potential of tibia's engine it makes me wonder: why almost all the servers advertised on this forum and in OTS community in general are just another copy of tibia version X.X? Maybe sometimes developers add crafting system or some other interesting feature but why there are no full custom servers? Server proposed in this thread is perfect example of what is possible to achieve yet people still play clones (maybe slightly modified) of original Tibia. Why?!!?!?
 
I think this topic kina went in wrong direction. On a side note I believe developers should think on their own not blindly follow what customers are saying. But lets get back to what we should be talking about: the custom server. I think it is good idea but information provided is not deep enough to evaluate it properly. It is enough to make me curious about it tho. Thus I am more than interested in trying it out but I advise @Flatlander to provide some kind of introduction to players so they will know what they are doing :) otherwise feedback might be a bit inaccurate (if you are interested in feedback that is).

I am browsing this forum for a while now. Always looking for something interesting and peculiar. It is not so difficult to find interesting content in here like chain lightning spell or systems that adds rarity and random stats to weapons. And seeing all that and knowing the potential of tibia's engine it makes me wonder: why almost all the servers advertised on this forum and in OTS community in general are just another copy of tibia version X.X? Maybe sometimes developers add crafting system or some other interesting feature but why there are no full custom servers? Server proposed in this thread is perfect example of what is possible to achieve yet people still play clones (maybe slightly modified) of original Tibia. Why?!!?!?

The reason there aren't more custom servers (or fully custom as you put it) is it is a TON of work.

I have a very customized version of TFS that I have been working on for over 3 years. This allows me to do things no one else can (Unless they put in the same amount of work). Each change I make to the core gameplay, will take my game farther away from the feeling of tibia, and make the game FEEL different as you play it.

I like the base formula of tibia, but they did a great many things wrong (in my opinion) when designing their game. I attempt to fix those issues with my custom version of TFS.
 
The reason there aren't more custom servers (or fully custom as you put it) is it is a TON of work.

I have a very customized version of TFS that I have been working on for over 3 years. This allows me to do things no one else can (Unless they put in the same amount of work). Each change I make to the core gameplay, will take my game farther away from the feeling of tibia, and make the game FEEL different as you play it.

I like the base formula of tibia, but they did a great many things wrong (in my opinion) when designing their game. I attempt to fix those issues with my custom version of TFS.
Not to sound critical here but I do remember you stating in another thread that you don't use 1.x servers so you would not be able to help a person with 1.x code. But 1.x or 0.3 is the same code (lua is lua). So how can you state that the things you have built in the core are different than anything anyone else has or will play. I think you might be limiting yourself to a specific style/structure of coding which might hurt your development capabilities. I guess we will see.
If i miss read that post, my apologies.
 
Not to sound critical here but I do remember you stating in another thread that you don't use 1.x servers so you would not be able to help a person with 1.x code. But 1.x or 0.3 is the same code (lua is lua). So how can you state that the things you have built in the core are different than anything anyone else has or will play. I think you might be limiting yourself to a specific style/structure of coding which might hurt your development capabilities. I guess we will see.
If i miss read that post, my apologies.

One example would be a complete re-write of the monster pathing and targeting system. While this could be moved over to 1.x, it would take about a month of work if not a bit more to get it bug free on 1.x

That re-write to the pathing/targeting allows us to do things with monsters that other servers can't because they don't have our pathing/targeting system. So the comment of ''different then anything else'' is based on the concept and design of those systems, as it is different than Tibias pathing and targeting.

There is more than just this one instance of a complete core system being overhauled, or rewritten to match our design concept to the game.


Furthermore there are 2 other reasons that we haven't moved to 1.x. and those are the time commitment it would take to adapt our systems in the source, and the 2nd being that 1.x just doesn't really do anything extra that we need currently.


As for not being able to help people with 1.x code is that the average person that needs help won't be able to change up the coding style from 0.x to 1.x on their own, and plus since the server we have up for testing is 0.4, we can't actually test the script before giving it to someone that uses 1.x
 
@Sportacus as I stated 1.x and 0.x are one and the same. I guess I will work on an interchangeable library to show this is the case and there is no more confusion on the matter. :)
 
@Sportacus as I stated 1.x and 0.x are one and the same. I guess I will work on an interchangeable library to show this is the case and there is no more confusion on the matter. :)

With enough work they are one and the same, but there is only a limited amount of time that anyone can put into a project, especially something that can only be described on the ''hobby'' level
 
this doesnt need any pictures, if you like custom things its gonna be worth a try at the very least, was already looking good when i, fun to see you think its ready to let ppl try it out :)
 
Not to sound critical here but I do remember you stating in another thread that you don't use 1.x servers so you would not be able to help a person with 1.x code. But 1.x or 0.3 is the same code (lua is lua). So how can you state that the things you have built in the core are different than anything anyone else has or will play. I think you might be limiting yourself to a specific style/structure of coding which might hurt your development capabilities. I guess we will see.
If i miss read that post, my apologies.

LUA, is not LUA.
What you can do in LUA is directly linked to the LUA Functions made available to you in the source.

For Example, my custom server has LUA Functions not available to you. I can do things in LUA, that you cannot.
For example, I can set a creature to ignore Idle Walk so they will not walk around randomly with the function
Code:
doSetIgnoreIdleWalk(cid, true)

But more specifically to the issue you are talking about.
A player using TFS 1.2 was making a monster Change Target Spell.
If he used TFS 0.X I would have given him this spell:
Code:
function onCastSpell(cid, variant)
  local target = getCreatureTarget(cid)
  if isMonster(target) then
   doMonsterChangeTarget(target)
  end
  return true
end

BUT, TFS 1.2 does not have doMonsterChangeTarget as a function.
Here is the function in 0.4.
Code:
int32_t LuaInterface::luaDoMonsterChangeTarget(lua_State* L)
{
   //doMonsterChangeTarget(cid)
   ScriptEnviroment* env = getEnv();
   Creature* creature = env->getCreatureByUID(popNumber(L));
   if(!creature)
   {
       errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND));
       lua_pushboolean(L, false);
       return 1;
   }

   Monster* monster = creature->getMonster();
   if(!monster)
   {
       errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND));
       lua_pushboolean(L, false);
       return 1;
   }

   if(!monster->isSummon())
       monster->searchTarget(TARGETSEARCH_RANDOM);

   lua_pushboolean(L, true);
   return 1;
}

Instead, they linked the searchTarget function directly in TFS 1.2.
Code:
int LuaScriptInterface::luaMonsterSearchTarget(lua_State* L)
{
// monster:searchTarget([searchType = TARGETSEARCH_DEFAULT])
Monster* monster = getUserdata<Monster>(L, 1);
if (monster) {
TargetSearchType_t searchType = getNumber<TargetSearchType_t>(L, 2, TARGETSEARCH_DEFAULT);
pushBoolean(L, monster->searchTarget(searchType));
} else {
lua_pushnil(L);
}
return 1;
}

But as you can see, it has a different format.
Instead of using doMonsterSearchTarget(cid) They have monster:searchTarget(TARGETSEARCH_DEFAULT)
So since I do not use this format in LUA and am not familiar with it, I attempted to assist this person by giving him this script:
Code:
function onCastSpell(cid, variant)
  local target = getCreatureTarget(cid)
  if isMonster(target) then
   target:searchTarget()
  end
  return true
end
Which I probably should have done:
Code:
function onCastSpell(cid, variant)
  local target = getCreatureTarget(cid)
  if isMonster(target) then
   target:searchTarget(0) --I think this requires a number to determine the type of searching to run in the searchTarget scirpt.
  end
  return true
end

Either way, the LUA is different for either one, I cannot use the same functions or even the same format unless there is a Compat function that converts the old functions to the new ones.

For example, you could make a function in TFS 1.2 that is called doMonsterChangeTarget(cid) in LUA:
Code:
function doMonsterChangeTarget(cid)
  if isMonster(cid) then
    return cid:searchTarget(0)
  end
  return false
end

But still, LUA is not just LUA, LUA is all about manipulating functions that you have set up in the source. And there are still differences between 0.X and 1.X, no matter what you would like to believe.
So no, the preference of coding in a specific way does not limit you when you are making your own content. It will only limit you when you are assisting people who code in a different format.
 
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