- Joined
- Apr 11, 2009
- Messages
- 55
Looks great to me! Keep up the good work, I can't wait to see how things turn out! Sadly I'll probably miss the release, but I'll be sure to check it out on MMH when I get the chance!
Hi everyone,
There will be a new version released this week, at latest by Thursday.
The new version will include two new quests, a dungeon, a few new monsters to capture, and also a boss battle. There will be some minor bug/interface fixes as well.
I would say implement breeding next as that is one of, if not the biggest part of the map. Also, I would suggest putting off adding save codes until beta or after adding breeding at the soonest. Until breeding is added there really is no big reason to save your progress.
Deathly_God said:how will you transition your current map terrain into a(n) (I'm assuming larger map)...Do you plan on just editing the current map's dimensions
Hi everyone,
What will probably happen is that I'll either increase the map size and somehow adjust the current terrain, or, instead of having the game all on one map, I'll create "expansion" maps which add new (plot) worlds/dungeons. The downside with the expansion idea is that old quest world's can't be revisited. But I am hoping to fit at least 1-2 more worlds in the current map before getting to this decision.
At some point I am going to also try to do a dungeon and world generation system as well. That would provide a near infinite number of new worlds, all in a single map.
That is my input to the whole multiple maps discussion, and it would be really cool if you could eventually make this happen.
That all seems very complicated for this game Deathly_God. We don't want this to become too ambitious.
We don't want this to become too ambitious.
Firstly, the sewers quest is accessible right at the start
the "where to go" spell only shows the flowers
The Mummy doesn't have an icon right now (but I'm sure you're aware of this)
despawning in the sewers doesn't seem to work properly
When a monster leveled through killing another monster with their q, the character freeze made the auto-pickup of the tome not function correctly.
you apparently cannot teleport out of the boss room.
the lack of reward for finishing that final quest should be made more apparent, since you give the same answer of "????" for the graveyard one, but you get a chance at the monster AFTER the quest for the graveyard.
just make each trigger have an intensity stacking super-regeneration aura on him or something, and it changes (up to x4) depending on the number of levers pulled
it should have been obvious, but I think having an aura indicator or some sort of buff on the boss with a tool-tip about the light/levers would help
I was a huge fan of Monster Master RPG. Is this still being worked on, or has the community completely died out? Is it possible for someone to pick it up again?
I'm always here to lend a hand if needed.
Keep in mind dialogs are single player only otherwise you'll have to ask everyone to wait while you press a button.
http://www.hiveworkshop.com/forums/submissions-414/system-dialog-button-254366/
dialog
s work fine in multiplayer, and there haven't been any issues. dialog
s for selecting options in a game? In that case yes everyone would need to wait until that player selected the options, or I used a timer to automatically choose after a certain amount of time. But that isn't the case for mmrpg--dialog
s are used strictly for interfacing (items, npcs, etc.).Blizzard didn't think to allow button clicks to keep working after one player clicks one. All buttons after the first player who pressed it will return null.
dialog
and button
. I do not see a mention of a particular bug. TriggerRegisterDialogEvent
, and then retrieve the dialog by GetClickedDialog()
. So far no bugs. dialog
works around this bug, as there haven't been any issues at all in multiplayer to date. But I will keep my eyes open of course. I appreciate being informed of potential issues.Wow, the new update looks great! Seems like the project is growing in leaps and bounds! I know a lot of what ends up taking the most time, doesn't really show up to most usersNicely done with the triggering though, it's funny how simple some work arounds can be! I can't wait to see the whole system + breeding implemented later!
-The items are immensely overpowered. I assume they are just placeholders, though.
-Patrol/Idle farming is far too easy.
-A starting monster option brings a lot of flavor to the game, and is, I think, part of what helped people become so attracted to the original MM.
Monsters with poor Int levels (and also every Deadnite I've ever used) seem to gain skill ranks faster than their mana pool can catch up.
The Mummy and Bloodgill seemingly have no skills.
Some skills just seem too powerful relative to others.
Future bosses might need more interesting abilities
Master items besides meat should probably have cool downs.
the water became green again
there is some kind of structure at the rightmost point on the map of Agon...when you do attempt to enter it, the camera centers on an empty part of the map.
I don't think we will be able to play this map for this year.
Development has slowed down to a snail's pace unfortunately. As I'm the only one working on the map and there is a lot to get done, it takes a long time to push forward.
But I am still working at it!
until I get my shit straight
Also questions.
1. Do you by any chance have the fusion list for MMRPG? Because the ones that were out there earlier, are now deleted.
If you need the fusion list (for tiers 2, 3, 4, and 5) I can help provide all tier 4 and 5, and almost all of 2 and 3. Most of it was memory so I'd have to write it out, but that's always an option if you want.