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Standard  
Joined: 2nd Oct 2011Posts: 1417
 
  Re: Kalandra II 
13 years, 16 weeks agoProgress looks good, Can't wait till the features are announced :3
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"Do not take life too seriously. You will never get out of it alive." |  
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Klutz  
Joined: 14th Jul 2009Posts: 1737
 
  Re: Kalandra II 
13 years, 16 weeks agoMake vsync optional, we may only view at the monitor refresh rate, but we may record at higher fps using fraps etc.
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Web developer, currently looking for graphic artists / designers. |  
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Sordie  
Joined: 3rd Apr 2009Posts: 2044
 
  Re: Kalandra II 
13 years, 16 weeks agoHope you noticed the window frame. ;] One thing I doing is making the entire client totally customizable so server owners can have unique clients.
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http://sordie.co.uk
http://twitter.com/@SordieEO |  
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		|  Re: Kalandra II 
13 years, 16 weeks agoA well needed party system. Where the game highly recommends being in partys with other players to try and promote working together, meeting new people ect. Of course, as they get stronger it wont be as necessary, and some people just don't want or like to socialize, so they can go to other
parts of maps and level or do whatever they want. Even some quests that require you to be in partys would be nice. Even if it is short, it works.
 
 This also would suggest a well balanced class system. But honestly I dont like games to much who have to many choices of classes. I think it makes it more difficult to bring in a balance and not have a class for the simplist tasks. Such as, a priest who cant also dish out SOME damage, which they
should, because they still would know how to protect themselves to some extent through their natural training of becoming one. I also think a priest or something similar to one, could heal AND use some buffs to help teammates instead of 2 seperate classes. A
simple 5 or so choices with an upgradeable version as you level and do quests. But I would also like one class to be kind of a jack-of-all-trades type to a certain point. Similar to the Adept Rogue in the game/tv series Dot.Hack. Able to use different weapons and some abilities from other
classes, but learned at a slower rate. The stats would also be pretty balanced unlike a warrior of some type who would more naturally have more strength at the same level. But anyways, I just want to see groups of players playing together and not so many loners roaming around all by their lonesome.
Get the players to really require having priests and such in their partys. Of course much balancing is going to be required and it wont be easy.
 
 Also a well working curse filter. Just for those who dont like reading some things or parents dont want their kids seeing ect.
 
 I also want to see mini-game type attractions. It gets boring with only leveling and questing as your only options. Unless the game also brings up a community similar to what eo had where you can just sit around a chat for hours and enjoy yourself that way. Which many games just dont have. Its
always just playing the game rather than having fun with those playing it along with you. But it would still be fun to have other activities you could enjoy with your friends too.
 
 Thats it for now
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"Heroes Get Remembered, But Legends Never Die." |  
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		|  Re: Kalandra II 
13 years, 16 weeks agoMaybe you can add npc's voices and sounds that can be triggered from anything in map like walking on grass or leaves etc and a backround sound would be nice, althought most of the time i never use the backround sound on my games, except if is very good.A nice feature might be an underwater state that npc could look like swimming instead of walking on the bottom of the sea. Dont know how hard is this, i think its not for a skilled person like you. If you manage to make character swim then i guess its easy to make it fly or use flying mounts etc...
Just imagine you can use a flying carpet for example, or small ballons etc. I am only  sharing ideas that poping up into my head.
 
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Sordie  
Joined: 3rd Apr 2009Posts: 2044
 
  Re: Kalandra II 
13 years, 16 weeks ago
Just tweeked the map format to allow higher layers to specify a width and height (in tiles) from the tile set. This means easier map construction for server owners and a lot less for each render to do. What this basically means is now the map can have single items bigger than 1 tile:   ---
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http://twitter.com/@SordieEO |  
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microw  
Joined: 1st Sep 2010Posts: 354
 
  Re: Kalandra II 
13 years, 16 weeks ago
 a real necromancer class not that bs blood mage shit other games use and a necromancer pet shop type deal that lets you use body parts to make your pet ---
i study biology by bathing in the blood of my enemies |  
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Sordie  
Joined: 3rd Apr 2009Posts: 2044
 
  Re: Kalandra II 
13 years, 16 weeks ago
microw posted: (22nd Jul 2012, 04:13 pm)
 
 
 a real necromancer class not that bs blood mage shit other games use and a necromancer pet shop type deal that lets you use body parts to make your pet 
Some of you guys have the wrong idea. I'm not after ideas for game mechanics or lore, these things are up to each server owner to decide. What features do you want to see in the actual game engine?
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http://sordie.co.uk
http://twitter.com/@SordieEO |  
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dill  
Joined: 19th Jul 2011Posts: 430
 
  Re: Kalandra II 
13 years, 16 weeks agoI Cant wait for this! sordie dont give up. Your awesome! |  
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Goobypls  
Joined: 18th Jun 2012Posts: 97
 
  Re: Kalandra II 
13 years, 16 weeks agoI don't know if this is already implented-- maybe you could make visual map editing, like you change the tiles on the map via being online in the game. But you have to press publish map or w/e to make the map visible to other players.
 
 Oh, another idea could be a community map, like if players were on a map they could make a map of there own but only on that 1 map :o ---
"raep tiem" - Dolan |  
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Colby
 
Joined: 10th Feb 2011Posts: 2283
 
  Re: Kalandra II 
13 years, 16 weeks agoI want to see a balanced game. That is really the only feature that matters. |  
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microw  
Joined: 1st Sep 2010Posts: 354
 
  Re: Kalandra II 
13 years, 16 weeks ago
Sordie posted: (22nd Jul 2012, 04:16 pm)
 
 
microw posted: (22nd Jul 2012, 04:13 pm)
 
 
 a real necromancer class not that bs blood mage shit other games use and a necromancer pet shop type deal that lets you use body parts to make your pet Some of you guys have the wrong idea. I'm not after ideas for game mechanics or lore, these things are up to each server owner to decide. What features do you want to see in the actual game engine?
 
   lol well that is all i want to see
 
 
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i study biology by bathing in the blood of my enemies |  
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dill  
Joined: 19th Jul 2011Posts: 430
 
  Re: Kalandra II
13 years, 16 weeks ago |  
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Standard  
Joined: 2nd Oct 2011Posts: 1417
 
  Re: Kalandra II 
13 years, 16 weeks agoFemale mounting! Let they be child making sessions!
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"Do not take life too seriously. You will never get out of it alive." |  
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Sordie  
Joined: 3rd Apr 2009Posts: 2044
 
  Re: Kalandra II 
13 years, 16 weeks ago
Goobypls posted: (22nd Jul 2012, 04:20 pm)
 
 I don't know if this is already implented-- maybe you could make visual map editing, like you change the tiles on the map via being online in the game. But you have to press publish map or w/e to make the map visible to other players. 
 Oh, another idea could be a community map, like if players were on a map they could make a map of there own but only on that 1 map :o 
Yes, this is currently how I'm making test maps. Admins can edit the map live using the client. 
The server handles the "world" a little different to how EO does. EO simply has a collection of maps that player can be on. Kalandra has "Instances" much like dungeons in WoW. This will allow me to implement features such as giving guilds their own guild house or allow parties to go fight a boss
without interruption from other parties doing the same thing. No reason why this couldn't be used for community maps. Maybe something like a guild garden that a guild could decorate with trophies of the bosses they have defeated that other people can come and visit. 
EDIT: Standard. This IS NOT the lounge! Contribute or go away.
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