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Thread: Unlimited Developement Team

  1. #321
    Frenzied Member /\/\isanThr0p's Avatar
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    what do you mean by a FPS logo?
    Well I did not use any filters, it's handmade so are the bevels but I know that it's nothing special (well there are bevels on the screws I just took them out some other thing I made that's why they look that funny), just a pic made by a total beginner. I could have done better and I am really no good in graphics, so I definetly take no offense! Would be nice though if you guys could write my name so I know you are talking about me Misanthrop or misan or whatever. I had to read 3 times over the thorp thing till I was sure you are talking about me.
    But really you need to start coding. It's enough to have like 3 items done just to start the game and have some data to check if the engine works, expanding the data can be done along the (long) way of programming a complete game.
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  2. #322
    Hyperactive Member flame_211's Avatar
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    Yeah, what do u mean FPS???? (not sure what it stands for)

    And what page we need designed first??? (im no good at engines lol)

    Ill start on the design or layout of the game if u want, I know we have a
    few pages done, but it aint enough... GTG back to class now .... the teacher saw me
    i think
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  3. #323
    Fanatic Member stickman373's Avatar
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    FPS usually stands for First Person Shooter, like a game like Quake or Doom.

    Personally I don't know where to start an engine, I know some basic DX stuff, but I dunno what an engine entails(seeing as how I have never done one)



  4. #324
    Zaei
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    Just make a tile engine to start with. Then expand from that, and make it multiplayer =).

    Z.

  5. #325

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    I will begin work on the engine, as soon as I have finished my rounds on the forums...
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  6. #326
    Fanatic Member stickman373's Avatar
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    You know a lot of DX8?

    BTW, nice list and organization for the items, but we should make sure depending on the what the size of the servers will be, that we don't have too many unique items per server

    Flame: Do we want a better server for the webpage then angelfire? I find the popup to be kinda annoying? Does anglefire have ftp access?

  7. #327
    Behemoth
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    mind if I have a go?

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  8. #328
    Zaei
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    I can answer just about any kind of D3D8 question you guys are likely to have. If you need an answer, either post here, or PM me.

    Z.

  9. #329

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    Behemoth, that looks good, but is a little too close to the Diablo and Diablo 2 logos (with the fire, although in diablo and diablo 2, the fire is comming from the letters).

    I have currently created a simple, DD-DX7 tile engine. I was going to do a D3D-DX8 engine, but as I couldn't find any good tutorials for D3D-DX8 engines, I decided to go with DD-DX7. It has been a long time sience I have done DX (a few months), so I needed the toturials to help me out a little.
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  10. #330

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    OK, here is a logo that I created.

    I still like /\/\isanThr0p's, and Behemoth's. Although they both have their problems.

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    Last edited by Gaming_World; Apr 24th, 2002 at 09:26 AM.
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  11. #331
    Fanatic Member stickman373's Avatar
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    Well let's try to combine the good aspects of the logos into somethign we can all agree on as good ?

  12. #332

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    That is impossible. You can never get something that a group of people with more then 1 person in it can agree upon completely...
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  13. #333
    Fanatic Member stickman373's Avatar
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    well fine then, lets just vote

  14. #334
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    Exclamation VOTE!!!!!!!!!!!

    NOT ANOTHER VOTE

  15. #335

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    What do you have agaisnt voting?
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  16. #336

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    So flame, place the varies logos that have been created so far up on the site. Unless someone else can come up with a few more (at a resonable quility...).
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  17. #337
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    1.I have nothing aginst voting but that last time we voted on something it held up progress for weeks.

    2. yall seem to be talking like its 1 peice of software but its 2 the client software and server software.

    3.we could start to let people use it before its totaly finshed and just patch it so that we notice our progress.

  18. #338
    Hyperactive Member flame_211's Avatar
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    Ill put them up as soon as I get home..(bout 6 hours)
    Gaming ue pic looks cool, I can tell u my cote right now,
    Gaming and Misanthrop (mine sux ) Well im off to class now
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  19. #339

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    I agree with you Flaming. So far, I think mine, Behemoth's, and /\/\isanThr0p's are best. Mine has the problem that I think it is too tall, Behemoth's has the problem that I think it is a little to close to Diablo and Diablo 2's, and /\/\isanThr0p's has the problem of being a little too dull, and hard to notice.
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  20. #340
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    They're all fine. Don't get hung up on the logo - do something about the game!!

    You don't hear people talking to each other and saying "Awww wow, you that new game out by XXX - it's got a cool logo!!!!". Doesn't happen guys.

    Anything better than Arial 16 point Bold text is sufficient.
    Gentile or Jew,
    O you who turn the wheel and look to windward,
    Consider Phlebas, who was once handsome and tall as you...

  21. #341
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    Gaming,

    I've had a squizz through the weapons as asked and they all seem fine. For the base weapons, are you having them randomly generated to provide close to inifinite amount of standard weapons.

    Simply pick a random number of attributes, a random weapon class and randomise the benefits values and ola! a new weapon.

    As for the values on your uniques, it's pretty hard to say much about them at the mo. These are things that are ironed out in playtesting. Lots of playtesting. Figuring out if a certain weapon appears too often considering its power, making sure one weapon (or combination of weapons) doesn't make a player too tough.

    It's all in the testing. When you have any version written, let me know and I'd be happy to test it.
    Gentile or Jew,
    O you who turn the wheel and look to windward,
    Consider Phlebas, who was once handsome and tall as you...

  22. #342
    Good Ol' Platypus Sastraxi's Avatar
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    Et voila, I put my offer into the fray, for your liking.

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    All contents of the above post that aren't somebody elses are mine, not the property of some media corporation.
    (Just a heads-up)

  23. #343
    Fanatic Member stickman373's Avatar
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    nice work Sas, I like it

  24. #344

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    Arbiter, I have begun work on the engine (currently a dd-dx7 tile engine). I don't know about the basic items, but I think we might do something like Diablo 2 does, with weapon levels (unquie, magical, rare, broken, etc.).

    /\/\isanThr0p, On the logo I created, it is just two pieces of text (the name arced), with a series of lines drawn under the text on the same layer. I then used the blending/etc options, and overlayed it with a color (to make it brighter and slightly red tinted, like 10% opinancy), then overlayed it with a gradient (the wood one), then used the belevel/emboss to give it depth. I then added on an outer glow (the default color, with slight modifications to the other options). And then I added in the background. It is just another layer, black, with a gradent overlay at about 5-15% opact.

    All, Are we going to do something like Diablo 2 does, with the item levels? If yes, we would have a set of items, such as: cracked (lower damage/defence and/or duribility), normal (standerd), superior (higher damage/defence and/or duribility), magical (normal damage/defence and duribility, but with varios advancidge features, such as those used on the unquies), rare (same as magical, but with more features), set (pre-set sets of items, which, when all used at the same time, gives even more bonuses), unquie (like the ones I posted earier). If no, how will we do this (we would obvesisly need unquie and normal, but how bout other levels?)?
    Also, are we going to have something like duribility? This would make the game more realist, by having weapon and armor break. If one of your items break, they lose stuff (like damage/defence or duriblity), so even if you get them fixed, they aren't as good as before. I need to know this before I can finalize the standered items with the basic properties (damage/defence, attack speed, duriblity, etc).
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  25. #345
    Hyperactive Member flame_211's Avatar
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    I think for the weapons and armor we have them so they maybe damaged... but can fix it....(not back to orig strength but close,also you can buy new one to get most strength)

    I also think certain items should be reserved for certain lvl players. That way a lvl one is not kicking a lvl 56 players ass...(really sux)

    Of course make it cost money to fix items or armor...
    and ....

    Read from '(' to ')' ,this is just something out of the blue....
    (hope fully we get sponsors and that way we dont have to pay for it ourselves, we make it so sponsors send us id numbers,or something, of the players that have signed up with them from our site, then they get money or a special something (bytes, ive seen it called these) then this byte might be able to restore their armor and everything to like they JUST bought it, of course you only use it once, and can only sign up once ,and we can make it cost 2 bytes for other things)(REMINDER THIS IS OUT OF THE BLUE AND IS JUST A SUGGESTION, oh, AND DONT ASK ME WHY I SAID THIS)
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  26. #346

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    So basicly you think we should do it simlarly to Diablo 2.

    I agree with the level requirements on items (simlar to D2 also, atleast for everything but normal items).

    And with your idea of sponsors, players may choose to send us extra money, then they get various bonuses in the ?
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  27. #347
    Hyperactive Member flame_211's Avatar
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    Yeah we can do that too... but it isnt always good to rely on pure donations(i never like donating)
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  28. #348
    Behemoth
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    If you make it too much like Diablo / Diablo 2, people are going to completely ignor Unlimited and merely play Diablo / Diablo 2. Now is an ideal opportunity to come up with ideas to make your game different.

    How about a blacksmith character who can imbue weapons with special stats at a cost (money, experience, time etc) Give him a plain sword and he can decide whether to make it strong, light inflict a lot of damage, magical properties etc, depending on how much he is prepared to spend on it. If for example the blacksmith has to equip a war-party, he wont have time to make a load of super-weapons and has to plan thing so that he can make good items quickly.

    I also suggest you amend the stats slightly so it doesnt sound too much like Diablo. Perhaps attack, defend, speed, noise (or something like it - a character using a dagger is able to sneak through and kill people quietly like an assassin, a character swinging a huge flail is going to attract attention from other wandering monsters),range, weight, durability etc

  29. #349
    Hyperactive Member flame_211's Avatar
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    Sorry Gaming, I havent been able to go on at home (had a party yesterday
    , and tons of home work the night before)

    Ill try to get the items up, unless ur gonna change em like behemoth
    suggested...

    Also, Ill put the pics up for everyone to choose...
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  30. #350

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    For the most part, the unquie stats woun't change, but I do plan to make modifications like Behemoth said.
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  31. #351
    RobIII
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    Ya'll been chatting for over 10 pages now, and still only got a name and a "team"....

    How about starting? Do something or give up...

  32. #352

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    Why does every miss the fact that I have a mostly complete tile engine?
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  33. #353

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    Behemoth, if we make it too much like Diablo 2 people might ignore the game, but how many people ignore it depends on how hack-proof we are able to make it.
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  34. #354
    Frenzied Member /\/\isanThr0p's Avatar
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    well I agree with some others that it really does not matter which banner you want to take now you need to get started programming, I still could not resist playing around a little.
    Don't blame be for dull look of it I am just happy to have some topic give where I can learn a little photoshop with.
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  35. #355

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    I think it looks pretty good. It could use a little bit of a belevel, though. It gives it a little bit of a old-western look (that is old-western america look).
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  36. #356

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    I have begun work on setting properties for all the items (damage, etc). I have gotten though the first three items types in about 30 minutes .
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  37. #357
    Fanatic Member stickman373's Avatar
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    waht do you want any of us to do?

  38. #358

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    The main things that need to be done:

    1) Various areas of programming (I already started on a tile-engine).
    2) Graphics (I know one person at school who may do some of them, but I first asked her to do some graphics for me almost 27 weeks ago...)

    The programming that needs to be done mostly includes more work on the engine. I will post the code that I currently have done (it is a mostly finished map drawer/tile loader; dd/dx7).

    The graphics that need to be done:
    Horses
    Wagons
    Kingdom Signs (don’t know what for sure, these are such as the signs that are used in Sentince when you begin playing)
    Terrain (grass, water, river banks, sand, est.; any terrain reasonable for a MMORPG)
    A simple class (for now just a peasant)
    Items (Including unquies).
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  39. #359

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    Just thought that I would also post the list of the ideas that we have discussed (I belive that they are updated):

    Customize clothing (buy?)
    Multiple Classes
    Multiple Skins
    Multiple Genders (M/F)
    Many different Items and Item Types and Item Classes
    Truly unique items (1/server)
    Most areas closed to PVP combat
    Areas with harder enemies and better drops open to PVP
    EXP amount based on damage done (if one player does 90% damage, that player gets 90% of the exp, and the like)
    Different Kingdoms (may cause wars between players, and the like)
    May be part of different kingdoms
    Healing by potions, food, or a stay at an inn.
    Jobs – Give bonuses
    Marriages – Gives both players the benefits of each of their jobs, and they share everything that can be shared (gold, storage space, characters, est.)
    Death – Lose gold at low-level areas, exp and gold at higher-level areas (items perhaps)
    Kingdoms have levels; players give kingdoms percentages of their EXP gain
    Monsters respawn after a period of time (will we still reset the servers?)
    Some base quests, admin add more in
    Allow players to buy horses and wagons. The horses will allow for faster movement, but can’t hold as much. The wagons reduce movement speed, but can hold more.
    Begin as a general class, and develop more specialized over time.
    May be robbed while offline; chance of success increases after 1 week; 100% chance after 4 months; if you wake up (come online) during the robbing, it fails and the person attempting the robbing gets punished; inns decrease chance of success, but cost $/day; houses decrease it more, but cost lots of $ to buy, and get taxed $/month.
    5 Stat areas: Intelligence - determines what spells can be learned; Strength - determines how much damage is done (non-spell), attack speed (non-spell), and how much armor wait slows you down; Dexterity - determines accuracy (non-spell), damage (ranged), and defense (shield); Energy - determines amount of mana, and amount of stamina; Virility - determines stamina, and life
    Give one stat point at a time, more often then most
    Monsters have three classes: generic (demon, animal, etc.), specific (wolf, bear, orc, etc.), and type (dire wolf, diabolic orc, etc.)
    Items can scare monsters away
    Items may have bonuses against some monsters
    Items may warn player of nearby monsters
    Items contain the following basic stats: damage/defense, durability, speed, noise, range, and weight.
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  40. #360
    Hyperactive Member flame_211's Avatar
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    WOW list is getting longer

    Ok, I downloaded the code for the engine....

    Msg i get :
    Cannot define a public user-defined type within an object module

    then it highlights

    'Type MapData'

    this is towards the bottom in declarations...

    (this prevents me from running it)
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