Peonso
Godly Member
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- Jan 14, 2008
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Hello OTLand, I'm Peonso, a low profile member of OpenTibia communities since 2005. I started messing around with a map editor, and ended up learning the basics of programming through those years. I got motivated by dream of coming up with my own game world, by have players running though dungeons I designed myself. This dream came with reality with Guilcera, many iterations went online through years of 2005 and 2006, and once again at 2012 hosted in home PCs, using those old xml based engines with tons of bugs, where me and my local friends had good time. You can check the changing in the world map here: Imgur Album. By the end of 2015 I joined Kungenn for the 5th iteration of Celestia, people liked it a lot, it was a blast.
Despite being older now, messing up with OpenTibia files still a hobby I love a lot, and I'm always thinking about removing the dust and spider webs from Guilcera files to bring them back to life again, that is what this thread is about. This time now, doing it in a more rationalized way, inspired by theory from channels like Extra Credits and Core-A Gaming, I made a manifesto aiming to guide the server development, so I can more easily identify problems and goals, and also keep track of where I want to go with the server itself. Keep in mind that my goal is not to please everyone and have the most populated and popular server of all time, I want a 7.72 OpenTibia server that pay tribute to the old era by having similar mechanics. What I want is to figure out the best execution possible with my limitations.
The Manifesto
Guilcera is meant to be a OpenTibia server for protocol 7.72 that pay tribute to the 7.x era game mechanics. It will have an custom map, the aim with that map is to focus in exploring and questing, while having it balanced for both PvE and PvP.
And those are the main characteristics I will focus on:
- Gameplay from 7.4-7.72 era
- 7.4 spell system with x4 mana regen
- High exp rate (starting around 20x)
- Skills and Magic rates are staged, you advance much more faster in the beginning.
- RPG content: lore, quests, puzzles, dungeons
- Players at oldschool servers achieve so high levels that the content become trivial, there are no monsters for them, no quests directed to them, even damage formulas aren't developed taking so high levels in consideration, wich end up ruining PvP also.
- Grinding rotworms is 10 year old boring mechanic. People can't be arsed doing that for hours and hours, even more in servers they know won't last forever. So they just avoid it or bot.
- Servers die. I will take in consideration the server won't last forever, and the game will be developed with this in mind. The idea is to develop some kind of main quest that can be solved, so you can actually beat the game and move on with your life.
- A lot of map content is ignored since players has nothing to do there after achieving a higher level. Nearby the entirety of the map will be aimed to players at maximum level.
- Resources are scarce, with lead to multi-client and cheating.
- Obtaining good equipment is too easy, what also decreases the value of it.
Manifesto end, first draft 2017/07/17.
I will update the thread as I make progress or have some thoughts to share. Feel free to follow it and share your own thoughs or ideas.
Current map
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