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UwertaOfLegendsV2 new client, voice chat, map editor + creating own servers, friends system, chat system - project discussion thread

pacan123

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🎮 Uwerta of Legends V2 - Rewrited Project Presentation
New client, voice chat, map editor + creating own servers, friends system, chat system

About the Project:


I would like to present the result of many months of work - Uwerta of Legends V2. This is a completely refreshed version of the project I've been working on for a long time. This is not a simple update - it's a complete reconstruction of the game from the ground up.

The biggest change is the new client rewritten from OTClient, which opened the door to features that were previously impossible to implement. In this topic, I want to show what I managed to create.​

🖥️ New Client - Rewritten from Scratch!

The heart of the entire project. The client has been completely rewritten, allowing for the implementation of entirely new systems.

🎙️ In-Game Voice Chat!

Real-time voice communication system:

  • Voice conversations during gameplay
  • Input and output device selection
  • Microphone and speaker volume control
  • Voice Activation Detection (VAD) with adjustable threshold
  • Microphone testing before the game
  • Muting yourself or other players
voiceChat.webp

👥 Friends System

Extended social system in the client:

  • Adding and removing friends
  • Online/offline status preview
  • Sending and receiving game invitations
  • Quick access to friends' profiles
  • Activity notifications
Chat.gif

🗺️ Workshop - Create Your Own Maps

One of the features I'm most proud of:
Map Editor

  • Intuitive editor directly in the browser
  • Full palette of objects and terrains
  • Placing spawn points for players
  • Map validation before publishing
  • Real-time preview
Workshop Sessions
  • Creating private servers with your own maps
  • Inviting friends to test
  • Joining other users' servers
  • Browsing community maps

Maps.gif

⚔️ Game Modes Implemented:
| Mode | Players | Description |
|------|---------|-------------|
| 1v1 Ranked | 2 | One-on-one duel |
| 1v1 vs Bot | 1 | Training against AI |
| 2v2 Ranked | 4 | Team competition |
| 2v2 vs Bots | 2 | Team play training |
| Workshop |Gameplay on user-created maps |
- Free For All - Everyone for themselves

Planned:
- 5v5 - Full MOBA gameplay
- Tournament system

🦸 Champions
Over 30 unique champions, each with their own abilities.

Roles:
  • Damage Dealers - High attack, enemy elimination
  • Tanks - High durability, team protection
  • Supports - Healing allies, battlefield control
  • Assassins - Mobility and burst damage

Each champion has:
  • Unique active and passive abilities
  • Own playstyle
  • Detailed description and lore
  • Skin customization options

🎨 Customization

Champion Skins
  • Wings - visible during gameplay
  • Auras - effects surrounding the champion
  • Mounts - change the way of movement
  • 5 rarity levels

Avatar System
Avatars are not just cosmetics - each gives unique bonuses:

  • Speed bonus
  • Magic bonus
  • Luck bonus

My storege.gif

10 unique avatars to unlock.

Elixirs
Enhancement system assigned to avatars:
  • Health Points (HP)
  • Mana
  • Speed
  • Magic Level
  • Luck

Ranking System
Leagues and Ranks
Progression system from Bronze to Legend:

Bronze Silver Gold → Guardian→ DominatorChampion CelestialStellar Apex Legend
Untitled design.gif

Each league contains 10 tiers.
Statistics

  • League Points (LP)
  • Win/loss ratio
  • Match history
  • Global ranking
  • Seasonal rankings with archive
🛒 Economic Systems
Shop
  • Champions for in-game currency
  • Skins for premium currency
  • Chest keys
Chests
  • Opening with keys
  • Random rewards: champions, skins, avatars
  • Different rarity levels
Player Market
  • Trading items between players
  • Creating your own offers
  • Offer search engine
💬 Social Features

Forum
  • Thematic categories
  • Creating topics and replies
  • Like and quote system
  • Text formatting
  • Displaying rank and winrate on posts
  • Moderation system
Chat
  • Global and private chat
  • Online players list
  • Notifications
Game Invitation System
  • Inviting friends
  • Accepting/rejecting invitations
  • Real-time notifications

📚 Wiki and Guides

Built-in Wiki
  • Introduction to the game
  • Game modes explanation
  • Descriptions of all champions
  • Items and potions system
  • Ranking explanation
Interactive Tutorial
  • 7 step-by-step sections
  • Animated instructions
  • Full localization

🌍 Multilingual Support

Full support for 4 languages:

  • English
  • Polish
  • German
  • Portuguese (Brazil)

This is the result of many months of work on the project. A new client rewritten from scratch, voice chat, workshop with map editor, friends system, extensive economy - all of this has been implemented in Uwerta of Legends V2.
I’m excited to share my project with you — a completely reworked client with built-in voice chat, something I’ve always missed in some games so I could easily talk with the friend I’m playing with.
Both the client and the engine have been fully rewritten by me. It was a huge amount of solid work, but totally worth it. We’re now just a few steps away from Uwerta becoming production-ready.


Do you have any suggestions? Something to add?
Maybe a feature you feel is missing in other projects?

I’m open to ideas 🙂
I'm happy to answer any questions about the project.
I'm in love with programming theeeeeen let's go with suggestions/opinions guys!!!
 
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I really liked it. That's the project thats closest to what I'd like to play ever.
Not fond of the name though.

Is there a release date?
 
I really liked it. That's the project thats closest to what I'd like to play ever.
Not fond of the name though.

Is there a release date?
There isn’t much left to implement anymore — right now it’s mostly testing and polishing the most important features.
I’ve been working on this project for a very long time and there are a lot of new functionalities — both the client and the engine were completely rewritten :)
This project has been in development for years, and I don’t want to release it until I’m at least 95% confident that everything is fully polished and the whole flow has been properly load-tested.
I can’t give an exact release date yet, but I’d like to release it in the first half of this year.
 
That's amazing, it's truly incredible! If I could help you, I'd gladly do so. I don't have much experience, so I'll be tinkering with it on my PC. But I'll keep an eye on your project.
 
This is BEAUTIFUL. This is INSANE. This is exactly what I’ve been searching for for YEARS and could never find. I seriously can’t wait for this server to drop!!! :)
 
There isn’t much left to implement anymore — right now it’s mostly testing and polishing the most important features.
I’ve been working on this project for a very long time and there are a lot of new functionalities — both the client and the engine were completely rewritten :)
This project has been in development for years, and I don’t want to release it until I’m at least 95% confident that everything is fully polished and the whole flow has been properly load-tested.
I can’t give an exact release date yet, but I’d like to release it in the first half of this year.
consider doing a beta testing?
 
consider doing a beta testing?
I’m not sure whether it makes sense for me to run external beta tests. Right now, all kinds of tests are already in progress 🙂 — load tests simulating X players on the server (I want to check how many users I can realistically support at this stage without any issues), smoke tests, and unit tests.


I won’t release the server until 100% of my test cases are green, so I won’t be doing beta tests. Instead, the first season will go live with a supported player limit that will be gradually increased, and any bugs that are discovered will be fixed on an ongoing basis 🙂
 
It looks very interesting and fun. I have been following the development for a long time. I’m eagerly looking forward to it.
 
This looks amazing... I'm currently working on a MOBA event within a regular tibia ot server of my own, and was struggling with some features. Look for some info i found this topic & loved it.
One that i can't seem to sort out is giving the wave creatures a path to follow & keep walking after target is lost/dead. Is there an advice you could give me on how to approach it? Would this behavior require c++ or is it possible via lua scripts?
Of course i'm looking forward to try this & join the server.
Great work, keep it up!
 
This looks amazing... I'm currently working on a MOBA event within a regular tibia ot server of my own, and was struggling with some features. Look for some info i found this topic & loved it.
One that i can't seem to sort out is giving the wave creatures a path to follow & keep walking after target is lost/dead. Is there an advice you could give me on how to approach it? Would this behavior require c++ or is it possible via lua scripts?
Of course i'm looking forward to try this & join the server.
Great work, keep it up!
There are two possible ways to implement this. It depends on whether performance is important to you and on the path that the monsters need to travel. If you want it to be as efficient as possible, you need to rewrite this implementation on the C++ side (in my case there was no other option), but doing it on the Lua side is also possible :)
 
There are two possible ways to implement this. It depends on whether performance is important to you and on the path that the monsters need to travel. If you want it to be as efficient as possible, you need to rewrite this implementation on the C++ side (in my case there was no other option), but doing it on the Lua side is also possible :)
Thank you! I solved the path issue :)
I know this thread is about your project and i don't want to change its focus, but i can't get minions attack other minions.. they are correctly setting it's focus towards each other but they don't attack nor do actual damage (they do to players).
I remembered that there are some cretures that do attack others, with factions issues mostly (Green/Blue djinns.. Deeplings/Deathlings) Where is that script located? or can it be via C++ ? Thanks in advance, looking forward to try your MOBA !!!
 
Thank you! I solved the path issue :)
I know this thread is about your project and i don't want to change its focus, but i can't get minions attack other minions.. they are correctly setting it's focus towards each other but they don't attack nor do actual damage (they do to players).
I remembered that there are some cretures that do attack others, with factions issues mostly (Green/Blue djinns.. Deeplings/Deathlings) Where is that script located? or can it be via C++ ? Thanks in advance, looking forward to try your MOBA !!!
Unfortunately I can’t really explain to you how I did all of this, especially since the development process - from the initial idea to the final version - took years, and I wrote everything myself. The code evolved together with the experience I gained from work and the countless hours I spent on it. There were probably ten thousand refactorings, changing ideas, and iterations along the way.


Sorry, but after all these years I value my time too much to go into that level of detail and answer those questions. 🙂 Maybe if you log in and start playing - even if it’s only because you want to analyze how something works - you’ll be able to draw some conclusions yourself.
 
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