The World R:3

Started by Kagutsuchi, February 03, 2009, 06:13:49 pm

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Kagutsuchi

February 03, 2009, 06:13:49 pm Last Edit: February 11, 2009, 04:52:52 pm by Kagutsuchi


Game Info
This game is based upon the .hack//G.U. volums 1-3, for the PS2. Dothack is like a game inside a game. You are a person in the real world, who plays a game called The World R:2. Most of the time you control the character inside The World R:2, but sometimes you log of the game and go to read your e-mail, which have been sent to you inside the game by other fictional characters.

Game Features

  • 9 Playable classes (3 more to come)

  • Job level system!

  • Blizzard Action-Based-System (With allies!)

  • Rage skill system (Blizzard's CRLS system)

  • Universal Message System by Ccoa

  • Optional fullscreen! (Blizz Tons of Addons)

  • Level requirement for equipment! (Blizz Tons of Addons)

  • HP and MP bonus from the equipment! (Blizz Tons of Addons)

  • You get XP from the enemy based on the enemy's level! (Script by Satoh) (Currently removed due to script not working)

  • Advanced Time and Environment System by Blizzard!

  • Like in a mmorpg you don't get game over if your character dies! (Script by Winkio)

  • Custom Shop Status Window! (Script by RPG Advocate)

  • Keyword warp gate system like in the .hack games!



Future Game Features

  • Add custom stats to your equipment!

  • Script for the Keyword warp gate system

  • Add 3 more classes



Storyline
Not going to spoil it yet ;)

Classes

Twin Blade

Blade Master

Edge End

Flick Reaper

Macabre Dancer

Claw Grappler

Steam Gunner

Harvester Cleric

Chaos Warlock

Dual Gunner (to be added)

Lord Patrizian (to be added)

Adept Rogue (to be added)

More info on each class is comming!

Screenshots
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More screenshots!
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Login screen: ShowHide


Controls

  • Movement: "WASD" and "Arrowkeys"

  • Confirm: "H" and "Enter"

  • Cancel/Menu: "F"

  • Attack: "K"

  • Defend: "L"

  • Skill: "J"

  • Use item: "I"

  • Change party leader: "O"

  • Enable/Disable HUD: "Z"

  • Show/Hide Hotkeys: "X"

  • Show/Hide Minimap: "C"

  • Run: "Shift" or ","

  • Jump: "Space" or "M"

  • Turn: "U"



Downloads
N/A Working on first demo, I think it will be ready within one week.

Producer's Notes
I have choosen to change the name of the classes, but not add any new classes yet. I will, to take advantage of more of the blizz abs v2 functions, but I will save that to the future.
Why I didn't add the Lord Patrizian class at once? Because it is one of my least favorite classes.
Why I didn't add the Dual Gunner class at once? I was not sure if I wanted to include it or not.
Why I didn't add the Adept Rogue class at once? It is sort of troublesome to implant it so I am waiting with it ^^;;

Landith

This looks really promising :)
The logo kinda hurts my eyes because it's so bright, or it could just be my laptops brightness..
You seem to have a lot done and I hope you finish it.

Off Topic: ShowHide

I've actually started to play these and I really like it, Bandai should make a version for the actual PC that is an actualy MMORPG...

Calintz

February 03, 2009, 06:58:52 pm #2 Last Edit: February 03, 2009, 07:00:02 pm by Calintz16438
Looking forward to more from this.

Suggestions, Comments, Concerns
  • The mapping could use a mapper's touch.

  • Blizz's ABS, nice.

  • Could use some original charasets.

  • Watch the screen color tone carefully.

  • Add some fogs to your outside mads.

G_G

I really hope you stick with it and dont quit the project. Its happened to so many games. I've started making games before and 5 out of 8 I quit. I just dont know why. The other 3 got so close to finishing but the data got corrupted.

Keep up the good work.

Calintz

February 03, 2009, 09:35:58 pm #4 Last Edit: February 03, 2009, 09:38:07 pm by Calintz16438
Quote from: game_guy on February 03, 2009, 09:33:45 pm
I really hope you stick with it and dont quit the project. Its happened to so many games. I've started making games before and 5 out of 8 I quit. I just dont know why. The other 3 got so close to finishing but the data got corrupted.


Doesn't Blizzard have D.R.E.A.M. for this specific purpose? I think that it what D.R.E.A.M. is for...

At any rate...I too agree with Game_Guy. Please don't take anything I have said in a negative manner. I simply am trying to help you. I am completely graphic oriented and those things that I have mentioned are things that don't personally appeal to me.

I hope to see this project's completion also. I will be checking in from time to time, good luck =)

winkio

no, dream is so that people can't hack your game.  Bad computers are what corrupt you game, and there's no protection against that, except creating external backups.

Calintz

Lol, oh...my bad Game_Guy. :^_^':

Kagutsuchi

February 04, 2009, 05:07:20 am #7 Last Edit: February 04, 2009, 05:09:16 am by Kagutsuchi
I am not planing on quitting this game ;) It is probably my 20th RMXP project or something xP
But I am defently going to complete it. I started about 8 months ago, school and my gaming habbits have taken alot of my time in the meanwhile :P
I am a big fan of .hack, althought I have never actually played any of the games myself, thought I have watched all 3 games played throught on youtube =D

I am not the best mapper in the world, I suck ass on inside building maps xP I don't want to spend too much time on each map either. There is a reason WoW has 11 million players, while Age of Conan is dying. (I don't want to debate why here.) Content is king.

At the moment grafics, like custom spirits and action spirits have been down prioritized, because I don't need it personally for testing. I will add action spirits before releasing the first demo, and that is what will take the most time.

(BTW! I will post more screenshots later, but I was in a really hurry yesterday ^^)

Blizzard

Looks very interesting. You might wanna use a custom menu system, it would surely improve the game's feel. Also try not to use the default icons from the RTP. There are loads of icons out there which you can use. :)
I hope you get it done in the end. I'd like to play it when it's done.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Kagutsuchi

February 04, 2009, 07:27:49 am #9 Last Edit: February 04, 2009, 07:34:00 am by Kagutsuchi
Actually I wanted to implant the Stormtronics CMS, but then the level requirement from Tons of Add-ons stopped working :( So I had to ditch it.
Anything related to graphics have been down prioritezed so that I can focus on evolving the gameplay first. The first demo isn't really going to be a demo, but an alpha version for testing. The reason I am uploading it so early in the stages is because I want the scaling/difficulty tested by someone other than myself.

Blizzard

I'll PM NAMKCOR about it. Let's hope he'll fix it quickly. xD
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

tSwitch

February 04, 2009, 09:00:11 am #11 Last Edit: February 04, 2009, 09:02:15 am by NAMKCOR
it's not working because of Scene_Equip modifications.
STCMS modifies Scene_Equip, as does the ERS that I programmed.

so to make it compatible you'll have to most likely cut out everything regarding Scene_Equip and the related windows from the CMS.

HOWEVER THERE IS AN OPTION!

I wrote a custom Scene_Equip that was optional for the script, which includes a window that displays requirements of a weapon as it is hovered over!  (no it's not just the Default scene either, I did a little of my own modification at the same time)


#-------------------------------------------------------------------------------
# Scene_Equip: Has : Equip Left/Item, Scene_Equip
#-------------------------------------------------------------------------------
class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 152, 272, 328)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 160, 0)
    draw_actor_hp(@actor, 4, 49)
    draw_actor_sp(@actor, 4, 74)
    draw_actor_graphic(@actor, 185, 110)
    draw_actor_parameter(@actor, 4, 128, 0)
    draw_actor_parameter(@actor, 4, 148, 1)
    draw_actor_parameter(@actor, 4, 168, 2)
    draw_actor_parameter(@actor, 4, 188, 3)
    draw_actor_parameter(@actor, 4, 208, 4)
    draw_actor_parameter(@actor, 4, 228, 5)
    draw_actor_parameter(@actor, 4, 248, 6)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, " ---", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 128, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 148, 40, 32, " ---", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 148, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 168, 40, 32, " ---", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 168, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_str != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 188, 40, 32, " ---", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 188, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 208, 40, 32, " ---", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 208, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 228, 40, 32, " ---", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 228, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 248, 40, 32, " ---", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 248, 36, 32, @new_int.to_s, 2)
    end
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
    new_agi, new_int)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
      @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or
      @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end

class Window_EquipItem < Window_Selectable
  def initialize(actor, equip_type)
    super(272, 256, 368, 224)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  def draw_item(index)
    item = @data[index]
    x = 4
    y = index * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end

class Window_DisplayRequirements < Window_Base
  def initialize
    super(0, 64, 272, 88)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 212, 32, "Lvl", 0)
    self.contents.draw_text(48, 0, 212, 32, "Str", 0)
    self.contents.draw_text(95, 0, 212, 32, "Dex", 0)
    self.contents.draw_text(150, 0, 212, 32, "Agi", 0)
    self.contents.draw_text(200, 0, 212, 32, "Int", 0)
    self.contents.font.color = system_color = normal_color
  end
  def refresh(bleh)
    x = 50
    for i in 0...5
      self.contents.draw_text(x * i, 32, 212, 32, bleh[i].to_s, 32)
    end
  end
  def clear
    self.contents.clear
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 212, 32, "Lvl", 0)
    self.contents.draw_text(48, 0, 212, 32, "Str", 0)
    self.contents.draw_text(95, 0, 212, 32, "Dex", 0)
    self.contents.draw_text(150, 0, 212, 32, "Agi", 0)
    self.contents.draw_text(200, 0, 212, 32, "Int", 0)
    self.contents.font.color = system_color = normal_color
  end
end

class Scene_Equip
  alias older_main main
  def main
    @wrequirements = Window_DisplayRequirements.new
    older_main
    @wrequirements.dispose
  end
  def refresh
    @wrequirements.clear
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
                                      new_dex, new_agi, new_int)
    end
  end
  alias update_item_old update_item
  def update_item
    item2 = @item_window.item
    @wrequirements.refresh(NAMKCOR.ers_config(@item_window.item))                                   
    update_item_old
  end
end


hope this helps.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Kagutsuchi

February 04, 2009, 09:41:50 am #12 Last Edit: February 04, 2009, 10:08:41 am by Kagutsuchi
Thanks ^^ I am going to give it a shot!

Edit: I have added a few more screenshots ^^

Hellfire Dragon

I tried making a .hack game before, never finished, hope you can finish though I'd love to play. :)

tSwitch



FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Kagutsuchi

February 04, 2009, 01:45:08 pm #15 Last Edit: February 04, 2009, 01:55:37 pm by Kagutsuchi
Haven't had the time to test it yet :S Still struggeling with adding Blizz' RO Job/Class Level script xP (I will test it quickly now thought)

EDIT 2: It worked =D Thanks a lot NAMK!

tSwitch

awesome.
glad it worked out for ya.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Calintz

Like seriously...
Title screen is amazing!!

Kagutsuchi

Thanks a lot ^^ I worked hard on finding a good picture and adding the right effects :)

Also, I think the demo might be delayed, because I really want to implant RO Job/class skill system. So I am giving blizz some time to try to make it compatible with the CRSL system. (At least when I try to remove CRSL system it works)
The RO Job/Class skill system gives a whole new level of depth to the skills and level up system, and would make it easier to implant the adept rogue class. While the CRSL system adds a whole new level of depth to the gear progression, so I don't want to ditch any of them :(

Calintz

=) Well, at any rate, the game has peaked my interest