With the greatest game name ever, heres GGBNSMMORPGO ...
Its based on the MMO game Ragnarok Online, wich I played for quite a while (and actually still play it from time to time). The reason I decided to develop my own MMORPG, and based on Ragnarok, is because altough I kinda liked the spirit (fun and not so serious) and look (2D manga characters on 3D scenery) of the game, it was getting quite boring because of the lack of things to do other than hit monsters to get xp to hit monsters harder (wich is quite pointless), the lack of ingame world events, and the lack of non-player life.
So I decided to make a better, uglier (well im no graphist) improved Ragnarok Online clone. Or at least try <_<.
So main difference with others MMORPG would be, I hope, to have the possibility of playing without HAVING to kill thousands of petramillions of monsters.
You would gain experience by your job, getting experience by using your skills and achieving tasks (yet even with a "not-fighter" class you wont be defenseless and can go for some monstre hunt).
Also, Ill try to reduce quite a lot the power differences between players based on level (you know, when a novice player can get killed by a rabbit because he has only 50hp at max, when a higher level player has like 5000hp. Thats always sounded wrong to me). The power difference would be based more on the skills gained than the stats themselves (STR, AGI, VIT ...).
Also, I hope I can manage to make the player skill (I mean how good the player is at the game) to be really influent. Eq: A very good level 20 player should be able to beat a bad level 40 player, by its skill.
Well that doesnt means anything to speak about this kind of possibilities when the game is still so early in devellopement <_< ...
So, to resume, heres what I aim for :
- Gameplay(s) not only based on hunting monsters
- Player can evolve by hunting or practising his skills/job.
- More 'alive' NPCs (not only quest / shops npc).
- Powerfull GM tools to manages events.
- World evolving by player actions (maybe with some players able to build things)
- and ... stuff ... <_<
Today I've finished the new terrain management (was working with blitz terrain, now with a terrain model & a collision model), added the minimap and tweaked some stuff. Not much actually, since I lost all my time fighting with maya, wings3D, materials & UVs for my first terrain. I guess Ill have to do a map editor @_@.
Im pretty happy because the game is getting a more decent look lately ... still a lot of work to do to make it look 'nice' tough. :3
And ... screenie !
Its based on the MMO game Ragnarok Online, wich I played for quite a while (and actually still play it from time to time). The reason I decided to develop my own MMORPG, and based on Ragnarok, is because altough I kinda liked the spirit (fun and not so serious) and look (2D manga characters on 3D scenery) of the game, it was getting quite boring because of the lack of things to do other than hit monsters to get xp to hit monsters harder (wich is quite pointless), the lack of ingame world events, and the lack of non-player life.
So I decided to make a better, uglier (well im no graphist) improved Ragnarok Online clone. Or at least try <_<.
So main difference with others MMORPG would be, I hope, to have the possibility of playing without HAVING to kill thousands of petramillions of monsters.
You would gain experience by your job, getting experience by using your skills and achieving tasks (yet even with a "not-fighter" class you wont be defenseless and can go for some monstre hunt).
Also, Ill try to reduce quite a lot the power differences between players based on level (you know, when a novice player can get killed by a rabbit because he has only 50hp at max, when a higher level player has like 5000hp. Thats always sounded wrong to me). The power difference would be based more on the skills gained than the stats themselves (STR, AGI, VIT ...).
Also, I hope I can manage to make the player skill (I mean how good the player is at the game) to be really influent. Eq: A very good level 20 player should be able to beat a bad level 40 player, by its skill.
Well that doesnt means anything to speak about this kind of possibilities when the game is still so early in devellopement <_< ...
So, to resume, heres what I aim for :
- Gameplay(s) not only based on hunting monsters
- Player can evolve by hunting or practising his skills/job.
- More 'alive' NPCs (not only quest / shops npc).
- Powerfull GM tools to manages events.
- World evolving by player actions (maybe with some players able to build things)
- and ... stuff ... <_<
Today I've finished the new terrain management (was working with blitz terrain, now with a terrain model & a collision model), added the minimap and tweaked some stuff. Not much actually, since I lost all my time fighting with maya, wings3D, materials & UVs for my first terrain. I guess Ill have to do a map editor @_@.
Im pretty happy because the game is getting a more decent look lately ... still a lot of work to do to make it look 'nice' tough. :3
And ... screenie !