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My 3D game project, a bit similar to Tibia!

A little bit of gameplay - video shows an underleveled Ranger going full man-mode on a Hellspawn. You can see new interface in action, as well as spells for Ranger:
- Enhanced Shot - adds fire damage to standard attack
- Dash - quickly rolls in the direction the character is looking
- Tricky Trap - sets a trap on the ground which activates and damages enemies who step on it
- Minor Heal
- Invincibility - very short immunity to all damage
- Bolt Rain - after a short delay several bolts rain onto the area where the spell was cast
- Small Light - a wisp appears and flies around the character giving off light for a minute
...plus I had to use some Health and Mana potions during the fight ;)

 
Yo @Paszq Your project is amazing =) ! have you done everything yourself or you took some on the asset store ;p?
The props looks really good ! ;)
good luck devlopping it! I'll follow the updates of it !
 
Yo @Paszq Your project is amazing =) ! have you done everything yourself or you took some on the asset store ;p?
The props looks really good ! ;)
good luck devlopping it! I'll follow the updates of it !

Hey, thanks a lot! I've done everything visible myself, all models, textures, sprites, animations, scripts, shaders, designs. Recently I've started working with a very talented guy, who will be composer and overall sound designer for the project.

By the way - I'm following your project for a while :D
 
@Paszq :) do you use the built in pathfinding ?

Yes, NavMesh Agents + I've placed NavMesh Obstacles at the back of every monster so that monsters walk around other monsters :) it's not perfect solution but diving into stuff like R.A.I.N. would be too much I think.

I've got a custom script managing the AI, and I have written a short explanation regarding logic behind it! - Arpago's AI explained - Arpago

Do you use Unity built-in multiplayer?
 
@Paszq No I'm using tcp-ip socket networking ;p sending byte arrays ;p I did not want to use it because I think it had some limitation, I might be wrong though :p
 
@Paszq No I'm using tcp-ip socket networking ;p sending byte arrays ;p I did not want to use it because I think it had some limitation, I might be wrong though :p

That sounds impressive, I guess it might work better for movement based on square-grid :)
 
In case anyone was wondering, the project is still in very active development :)

In the last month we've been adding/polishing the following
- sound design - adding music, sound effects, and all audio systems
- improved combat feedback - new particle effects, screen shake, white blink on hit, juicy sounds
- cutscene system - it allows any camera movements/rotation, custom animations of characters, special sound/visual effects
- finished tutorial area and extended the first dungeon - player gets basic abilities/spells during the first few minutes and then has few minute long section to learn to use them
- a ton of new assets
- encampements with fireplaces and temples with certain torches will be used as checkpoints for respawning / loading the game
- main menu improvements - fluid transitions between screens, fixed saving/loading game, custom character features display correctly

Ok, less words, here's a video of the first 10 minutes with the game :) WITH SOUNDS AND MUSIC! :D


I recommend watching at least some of the video, but for those who prefer gifs, here are some of those :)

Screen shake, new animated particle for blood, "white blink" on hit, and fixed loot falling out of dead enemies (it's cheese if anyone wonders)

SsSSWgJ.gif



A bunch of characters and creatures from Arpago :D

lMnf4SI.gif



A quick look at main menu with its new fancy smooth animations:

1Q25EeV.gif



And a little gif showcasing cutscene system + new dialogue "clouds"

PSmyPoX.gif



There's a lot of stuff that I didn't mention, because these posts can't be too long and most of that really isn't interesting enough to write songs about :)

Cheers!
 
I want a demo!!!

We want it too :D we are working on the demo, but we don't want to give a bad first impression, so we do our best to polish the experience and give about an hour of valuable content :)

That's very nice :) keep going on :D

Thanks! You haven't updated your project's post recently, and everyone's awaiting updates :D


and a little update - Adam is currently working on the soundtrack, and I am scripting puzzles. I really liked Dreamer's challenge quest from Tibia, especially the colours puzzle, and I plan to implement a lot of such stuff here and there. It's a good break from all the combat and forces you to use brain a little bit. First one will be very simple, and below's the main thing it will consist of :D

Link to Twitter post
 
I really liked it.
Did you have any programming experience before starting your project?
 
Is this going to be a MMORPG or just Single player? Lan parties perhaps?
 
I really liked it.
Did you have any programming experience before starting your project?

Thanks!
I started with creating some LUA scripts for OTS about 10 years ago. I've got master's degree in IT, so I knew basics of most languages and had a general idea regarding object-oriented programming. I worked as a SEO/web designer for a few months, so I knew some PHP and JavaScript. Nowadays my day job involves writing Bash / Powershell scripts.

So in general no direct experience prior to starting the project except having written several rather simple JS scripts (I am using UnityScript, which is very very similar to JS)

Is this going to be a MMORPG or just Single player? Lan parties perhaps?

It's not going to be MMORPG - it would be way too expensive and way too complex for such a small team. Split-screen is already supported and we are planning to implement multiplayer co-op, but online part won't be present in the first demo :)
 
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That is really a nice feat. I totally agree with MMORPG being way too out of scope, at least at the moment, although I must say it is coming nicely. What library are you planning to use in order to make synchronized player co-op?
 
That is really a nice feat. I totally agree with MMORPG being way too out of scope, at least at the moment, although I must say it is coming nicely. What library are you planning to use in order to make synchronized player co-op?

Thanks!
Creating an MMORPG requires a crazy amount of additional work, experience, and infrastructure - maybe one day, but not in the nearest future.

I've looked into both Unity's default networking solution, and Photon - haven't yet decided which one we will stick to. If I had to guess now, it will be Photon, but anything can happen.
 
Also, reminds me of Crash Bandicoot and a plethora of other games I actually played when I was younger. Nice going there :)
 
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