Multiplayer Action RPG Prototype [Full Blueprint]

Thank! It motivated me :slight_smile:

I worked superhard this week-end (16 hours long yesterday :rolleyes:).

I discovered Mixamo and spent something like 5 hours gathering assets to make different classes and I made the whole Class Selection System afterwards. If I would have known about that before I wouldnt have needed to buy the Dynamic Sword Animset which costed me 60$ but meh, it’s cool anyway.

Here is the video showcasing my class selection system:

Amazing keep it up!

Thank you!

I’m working on improving my minimap into a real “action-rpg” minimap displaying real-time movements.

Previously it was more of a “dungeon crawler / roguelike” minimap with only the dungeon tile you’re in being displayed.

Here is my first result, I’m very happy about it and I think it might be easy to do the rest now.

The “rest” will probably be composed of:
*- rotate the player’s minimap icon as the player rotates

  • make it work for every dungeon orientations
  • import assets to remove this ugly white square
  • hide the big red icons that display unused tiles of the dungeon on the minimap (I needed them to see what was going on :p)*
  • remove the “boarder” between the tiles in the minimap
  • make a small top corner minimap
  • display NPC’s / Chest / Shrines / Dungeon End
  • display walls & rooms

I worked hard on the prototype this week-end (again) and a little today. I’m working on the PvP system but it’s not finished yet.

But here is my weekly update.

The three videos showcasing my work:

Ingame PvP Invite System

PvP Respawn System

Update!

I almost finished my PVP systems.

Here is the video showcasing it:

Great work! Keep it up! :slight_smile:

Thank you!

Small update here, without a video this time.

I had a lot of work this past week and I couldn’t really make big progresses on the A-RPG. I made few things nonetheless but it was invisible stuff (cleaning up code & system logic mainly).

The to-do list has decreased by a large amount in the past weeks and I’m fairly happy on how things are going. I’m also receiving help from a Environment artist, we’ll see how it goes but we might have some things to show off in the next update.

I’m still leaving the game design part aside to keep the best for last as you can see in the to-do list. Of course I’m developing everything with a long-term vision of how the systems have to be built in order to have the tools I need to make the game design in the end.

I worked on the new character state machine these past few days. The previous one was not optimized (even if it worked smoothly) and had a few bugs here and there that were hard to fix because some parts of the state machine were less organized than others. I made a proper organization design about it and I think I’m going to build it today or the next week. Also the previous one was not taking into account several gameplay options I want to expose:

  • target locking: if enabled, it locks the currently hovered target when pressing a skill input, it releases the lock when releasing the input (Diablo 3 enabled, Grim Dawn disabled)
  • offensive move: if disabled, you won’t acquire a possible hovering target when moving while holding your mouse (Grim Dawn enabled, Diablo 3 disabled)
  • regain target on kill: option available for target locking, if disabled, you won’t acquire a new hovering target if you killed the previous locked one, you’ll have to release the input locking the previous target first
  • move on kill: if disabled, you won’t issue a move order when holding a move skill after killing your target

Here is a screenshot of the state machine, it has been designed only for me to understand it (sadly) so it might somewhat be nonsense for other people. I’m linking it anyway because I worked hard on it :stuck_out_tongue:

https://s31.postimg.org/tuaphov1j/has_statemachine.jpg

You can expect an update by the end of the next week :slight_smile:

In the meantime good luck and have fun in your projects everyone!

Update!

An environment artist known by the name Elijah kindly asked he if could help me on this project.

We started to work together and we imported the first homemade at asset of the project: a ground texture.

It is not properly integrated into the game yet but it is a promising start!

Here is a quick video showcasing it. It is 4 minute long but I wanted to play the game and quickly end my 3 dwarves rescue quest :smiley:

is this something that might be distributed free of charge in the future? either way this looks awesome, I wish you luck in the project

I have no plan regarding releasing the Uproject for now. Not only because it would mean releasing my baby but also for several other reasons: it is not in the most organized state, organizing it for the public would be a huge task, taking it as it is would not be an interesting learning experience. If I ever decide to release a template for the public, it will be a well polished template built for educational purposes.

However it is planned to release a free-to-play .exe when I’ll have something fun enough to play.


No update this week-end because I worked on lots of invisible things (code architecture, character state machine).

News are incoming soon :slight_smile:

EDIT: What systems showcased in this Prototype would be interested in?

I just discovered this thread, nice progress over time here. Good stuff.

Thank you very much guys! Much appreciated.

New showcase video of the current state of the game (four classes, only one of more than 1 spell designed).

Edited first page as well.

Quick update there, it’s been a while!

I worked a bit less on the prototype these past few weeks but I haven’t been inactive. I just worked mostly on architecture code changes so there is not much to show.

I recently revamped my Skill System to allow me to do 2 new “types” of abilities: Stack and Multiple use abilities. Stack ability type is pretty straightforward: you have a certain amount of stacks that automatically regenerates and you can spam the skill as long as you have stacks. The multiple use ability type is like what you can find in MobA games: first use: throw a bomb, second use: detonate the bomb if it didn’t explode yet (for instance).

In the showcase below I’m using 2 new skills to try out the system: Stab, which triggers a slow and medium attack on first use and a deadly evisceration on second use. And Fan of Knives which has 3 stacks and releases 3 knives on each use.

I still need to polish and add the secondary features missing to the system but most of the logic is already there.

Here is the video showcase!

Update! Sorry to bump that early but I got some news so here I am :slight_smile:

I worked on a stealth spell. I’ve finished making it work with my enemies AI / sight. Now I need to make it generic.

Hey big update here since the forums were down for so many days :stuck_out_tongue:

After my last video I had a big problem and lost three days of work. I did several newbies mistakes in a row that caused the project to get corrupted. Hopefully I do make backups everyday but tracking the problem down took me a long time. Hopefully everything is back to normal (or almost) now.

I bought few assets on the marketplace because they were on sales and I needed assets to replace some of the copyrighted content I’m using in the project. I won’t be replacing them just yet but if one day I’ll need to, I’ll be prepared for that. I’ve also purchased the shield and sword pack because weapons are a great deal in diablo-like / hack and slash / a-rpg games (I definitely need to define the genre once and for all and maybe why not, to find a name for that prototype).

Anyway here are the things I’ve purchased, some free advertising for them:
Medieval swords
Medieval shield
Magic FX’s
RPG Sounds
RPG HUD

Elijah (the environment artist helping me out) imported several things in the project and I guess we’re starting to do some nice things together.

These days I’ve been working on refactoring the damage, aggro and fog of war systems that were all closely connected to each other. I’m quite happy with the results even if I still need to polish some stuff most of the systems are done.

Here is a video showcasing the whole stuff:

The next thing on the road is to refactor my item system to open the path for several other systems like different sized item, a stash to store items, vendor NPC’s and item comparison. It will be a hard task but it is one of the last big thing on my list. I’m getting closer and closer!

Hope you guys like it :slight_smile:

PS: I’m thinking about “Sacred Swords” regarding the name of the game, but nothing is decided yet…

Update!

I’m reworking the inventory system as planned.

It’s tedious and boring and I feel like widgets are not user friendly at all but it’s progressing.

Nothing too fancy to show just yet and it’s looking like before but I’ll share the small video anyway:

I bought the domain name www.playsacredswords.com and created the facebook page that goes along. I did nothing with it yet but I wanted to make it look like I’m doing things for real.

Elijah also announced me he might start to work on some piece of art for the project since I’m using copyrighted content almost everywhere (usually with the proper credits of course!).

Update: SHIELDS! (and huge inventory rework)

Made lots of progress since yesterday so I thought it would be worth a little update. I’m also considering creating a new thread with a proper presentation / banner / video trailer / project name.

Here is the last video update!

Vendor NPC’s

Update!

I updated the tooltip that was describing the different stats and bonuses of the item. It is an important thing in any hack and slash game.

I’ve ran a research on several games of that type, you can see it here:
(big image)
https://s13.postimg.org/bjyzrmm3n/researchestooltip_Copie.png

Props to Diablo 3 for their interface assets that I copied and pasted.

I also designed the current item tooltip based on the Diablo 3 tooltip. I feel like it was the best among all of my examples and I did not want to reinvent the wheel without any support from a graphic artist. If I ever want to release this project I can still replace the copyrighted assets from Diablo. So far we can consider this a diablo-like fan game I guess.

And here is the video showcasing the final steps I’ve went through for my inventory system. There are small things to fix and add here and there but most of the things are in place.

Hadn’t checked in here in a while, looks like things are continuing to progress nicely though.