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Octave
Jan 9, 2008


Storyvale is a game/experiment thing I made because none of the MMOs out there felt like the old ones, and I wanted the old ones' feel but with some modern things, and it to not be Project Gorgon. Although Project Gorgon is pretty neat too. I just wanted it to feel like a different old-new-MMO.

The game aims for only a few things:
  • Interdependence - Grouping is important, trading too, and favors e.g. teleports, potion crafting.
  • Self-direction - That is, you don't get told where to go next. This could be also talked about as 'exploration' but exploration has kinda been highjacked to mean a lot of things that don't mean self-direction.

Things in Storyvale
  • Grouping and role interdependence - you will have to group to get to the most rewarding places.
  • A flexible role system that allows you the ability to change your playstyle drastically. You can screw up your character but you'll also always have a way to unscrew it.
  • Risk of death with real penalties.
  • Very rare items that significantly change your gameplay. Items that only drop a limited amount of times and never drop again.
  • A dynamic, open world where NPCs of opposing factions will fight and loot eachother.
  • Hand crafted dungeons, areas, NPCs to avoid the saminess of completely procedural worlds.
  • Weather, time of day, and environment that plays a large part in which monsters and plants spawn.
  • A lack of currency but completely open trading.
  • Everything is an item. Pretty much...

Things never in Storyvale
  • Quest Hubs
  • 'Click This Next' tutorials.
  • Wack-a-mole style button mashing. There is no 'rotation.'
  • Auction Houses
  • Dungeon Finders
  • PVP
  • Instancing

Here's the gameplay trailer I just made:

https://www.youtube.com/watch?v=tdowe51qQFI


So if that all sounds good - or at least some of it - and you don't mind the cutesy-voxels-but-not graphics, why not try it out maybe?

Here's some keys to play right now:
14E62A97301DEBEBAC66C0E3E7F06BE9
E63694CC1FC222A4D54A4615E5DC19BD
6D7E98AF3987F399A4585DB3592203F2
117E599130601973F9EDCAAA25CA075E
E02CBC3D376F61F4A9D9804678831FAC
CE7C39B3CAD944BC21142DA40CDA9BE6
6BC640EA9C9310E11EB849170DCAC852
2F2F0C0F0C5BA0B8ED03FE213293D018
2692EC91902CBCA2224E333761376C77
DACE7FE3242A60A3A350D1BCBBF05BB5

Register at http://storyvale.com/register/

Octave fucked around with this message at 21:57 on May 14, 2016

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Octave
Jan 9, 2008

Byolante posted:

If your game doesn't have enough players to support the gameplay style you are aiming for, what contingency plans do you have? Or will you just shutter it?

Hopefully it will as the power curve is a lot more shallow than most games per level. So a level 10 and a level 20 could group and it would still be effective. That should help a lot with this problem.

Other than that, if I truly can't amass more than a couple people online at a time, then yeah it would have kinda failed. Play it and tell your friends so that doesn't happen ;)

Brendan Rodgers posted:

How did you make it by yourself this seems quite ambitious, generally curious I'm not hating, feel free to drill down into specifics of your implementation.

I'd love if for at least 2 weeks if it had PvP.

So technically, I'm running unity on the client and server. The server is headless on linux. It's actually quite performant from my tests. I'm using unet api for networking which isn't so bad when you decide to not use the broken stuff.

That's all for real time stuff.

For login, user management, persistence, zone communication, etc, I'm using python/django with postgres. the server communicates quite a lot with the django web server.

For art, I'm using MagickaVoxel which I find to be the best voxel editor out there, even though I so wish I had the source because it's amazing and could be amazing and one with that.

If you want to know anything more specific, let me know.

Octave
Jan 9, 2008

Farg posted:

I rolled a mage and then the game didn't respond to controls then my guy cast like 20 spells in a row at nothing and i couldnt make him stop then it said i was out of reagents but wouldnt tell me what those are or where to get them so i couldnt attack so i quit

Sorry about your horrible internet connection dude.

The required reagents are listed on your weapon, but it's true that it should also tell you in the red banner what exactly is missing.

Octave
Jan 9, 2008

Tnega posted:

I tried it, and here are my thoughts: First it looks a lot like Trove. The enemies being skelingtons bees and rabbits is fun, maybe add crabs. I need to be able to invert mouse Y. Out of combat regeneration is much too low, it makes the best playstyle one where you aggro things then lead them into the guards. If you want health to be a concern, maybe add a healer npc in town. Enemies are spawning on the walls. If you sit while swinging your weapon your head comes detached. I may have to look at it again sometime.

Thanks for giving it an honest play through.

It's true that combat regen at the start is hard. A healer NPC is not a bad idea. At the same time, the campfires add regen, food adds regen, and sitting doubles all regen. If you combine those things, it's not so bad.

There is also Rob in town that sells healing potions that are variable use (1/3rd chance of consumption). One is a healing potion. These are pretty cheap.

The enemies on the wall were from a bad patch. I just reverted.

Octave fucked around with this message at 17:42 on May 9, 2016

Octave
Jan 9, 2008

Lizard Wizard posted:

Seriously man, I hate to poo poo on your project but you did a really poor job of selling it and I was legitmately trying to prompt you to tell me what the appeal is, and the only answers I've gotten are "this is how MMOs used to be" and "please leave".

I'm not the other guy but it seems like you're trying to not understand so I can see the hostility.

Anyway, I'll try to get at the super-question as to why the old MMOs differently fun than the new MMOs. Realize that I'm not trying to say the games you like are bad games or that you shouldn't like them. Just that there is another group of people who like the older style. So if you think they're not fun, that's totally cool and you can play guild wars 2 or whatever you play.

Themepark style games have a sorta meta-game loop of running from one place to another doing one of around 5? different archetypes of quests. You start to see the pattern pretty quickly. And you realize that X zone is for level 25-39, and Y zone is for level 40-45, etc. Some people reach a state of flow doing that - jumping from one hub to another.

Of course, you could say that Storyvale doesn't even have that - that you just kill things - but because of the risk of death penalty involved, and the fact that some cooperation makes you more efficient, your path to getting to be oh-so-powerful is more ambiguous. There isn't really a 25-39 area - a lot of places overlap. Sometimes, it makes more sense to not risk as much and take on easier stuff, sometimes it makes sense to go deeper into the dungeon especially with a few other people. Making those strategic decisions is where I derive a lot of enjoyment. Coordinating that with players can also be fun and rewarding. I often feel that in the games out there today, this is possible but I rarely go down the path because it's not rewarding. It's more efficient to solo. So that's what people do.

Because there are no quest hubs, there are no quest hub gear that slowly gives you what you need as you level. You have to think about specifically finding the gear you. This is another strategic decision - when to get stuff, where to go, how much you can risk, whether you need to cooperate with others. Learning the game becomes rewarding here. Communication with other players over trade is also rewarding. These two things require more thinking than just "what's the next thing on the quest tracker?" or "what's the cheapest thing on AH with x and y stats?". This thinking and communicating, to some, is fun and good.

I won't go over all the things individually, but this is sort of why sometimes the harder way is more fun - because it makes you use more of your strategic, communication, and organizations skills. Some people enjoy that. Some people find it too much work.

I hope that gets at least a little at why old MMOs are sometimes thought of as more fun than recent ones by some people.

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Octave
Jan 9, 2008

Khorne posted:

I actually want to play but there is no way to recover my account password.

I could reset your password but that's too much effort. Instead, I updated the OP with more keys - just use one of those.

Freakazoid_ posted:

You will need to do something to make your game stand out other than nostalgia for The Old Ways, because Pantheon will have that niche locked down and I don't suspect they will garner more than a thousand subs.

You're right that only targeting people that liked Asheron's Call, Runescape, and Everquest is probably unwise especially with voxel graphics (something that resonates with a younger audience that grew up with Minecraft).

My hope is that there is a wider audience for this stuff that doesnt-know-it-yet. I know that's a harder sell but then again younger audiences tend to be more experimental with the games they'll try so I'd just have to figure out how to get it in front of them.

Kylra posted:

Lots of stuff.
I'm glad you had a fun time with your firewalking.

And welp, you're right that there's a lot to do. Some of it is on the list (e.g. I'll have inventory filter tabs for All/Recipes/Spells/Resources/Uniques), and some stuff is like whatever - I liked the EQ chessboard. I like the Storyvale chessboard. Storyvale's chessboard actually has chess pieces sometimes. Sorry if it's too derivative for your palate but I guess I'm not that sorry. Expect more EQ, Secret of Mana, and all kinds of badly done voxel homages from my favorite games <3.

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