Like a black smith working hard to beat out the impurities of the perfect sword, we have been working hard to refine Empire Rising. There have been so many improvements, both visually and playability wise that I’m not going to go through them one by one.
The overall appearance has been given some po…
Hi
I've done a lot of work on Empire Rising these last couple of months, Ive made various improvements to it but the biggest work was getting the real time combat working. With this all the planned gameplay features are in. What remains is a ton of polishing and fine tuning (and replacing pl…
Hi.
I've finished a first release of my game 'Empire Rising'. Its a turn based strategy game greatly inspired by Lords of the Realm 2 and to a lesser extent Heroes of Might and Magic. The game is fully browser based. No installation necessary, You can play against other people if you happen to find …
Hi
First things first. Since S2 brought out their new moba named "Strife" we decided to change our game's name from "Legends of Strife" to "Ash Dawn". For quite a while we chose to keep the name as it was but in the end we thought it best to change it. Aspecialy since we would use "Strife" as short…
Hi.
Ive been very busy with my main project (Legends of Strife) Its pretty much ready for an fully playable release. There is still only one zone but it has about 60 quests and 20 spells/abilities and a decent amount of frendly and hostile npc's with unique behavior and lots of items/stats and a wo…
I realized that i haven't made and update in 7 months. Fortunately its not for lack of progress I somehow just never got to writing posts. So here's a quick summary, in the last 7 months I have:
- Separated the opengl part of my engine from the rest via an interface and with that crea…
Implemented the purchase of ingame cosmetic currency (star shards) using bitcoin. Each strife account gets an unique public address to which the player can make payments. If the player is ingame it should take a minute or two for the server to pick up the payment and give the playe…
Done a lot of work on the strife world editor. It has reached the point where all world building can be done inside the editor without using Photoshop or a text editor to edit certain aspects of the world.
Here's a short video briefly demonstrating the work done on the editor. Expec…
- Completed the reputation system.
The main feature of strife will be the world pvp. If a zone in strife is contested between 2 factions players will be able to choose sides and kill oposing players and npc's in that zone as a means to gain reputation with their faction. Gaining reput…
- Characters now display on the character and character create screens.
- you can now choose hair style and colour on character create screen.
- Added more inanimate entities with unique on use actions to the world.
- Added looting animation.
Here's a video showing the improvements to the char…
- Implemented a flexible npc behaviour system that can be used to define reusable behaviour components. Multiple behaviour components can be given to one npc.
- expanded quest system to also allow for custom quest specific objective types (As opposed to just the generic kill X of creatu…
- Tweaked the cell shading to make it more apparent.
[color=rgb(40,40,40)][font=arial]You can download legends of strife here [/font][/color]http://www.distantmelody.net/data/legends…
- Implemented quest rewards. Each quest can have set rewards and or rewards that you can choose from.
- Quest progress for incomplete quests are now saved. (Before all progress on an incomplete quest was lost when you logged out and only completed quests were saved)
- You can now thr…
- Implemented currency. Copper, silver and gold can be obtained by looting slain creatures and by selling items to vendors.
- Implemented vendors. Any town npc can now be made into a vendor with its own selection of items to sell. A npc can customize its offerings based on the player. F…
Implemented chatting. You can now send messages to other entities standing close to you ("/say") or you can yell to reach entities in a wider radius ("/yell"). Also implemented channels in which you can chat to other players regardless of location. When entering the world all playe…
-Implemented player death and "ghost" mode. Shortly after you die you will see your ghost standing on your corpses location. You will need to find a shrine to resurrect.
-Implemented hp and mana regen. Your hp and mana will now slowly restore itself.
-Hostile humanoid npc's now prope…
Spend the last week on performance optimisation. Up to now I've never giving it any priority so there was allot to do. I have managed to get the framerate (on my pc) 4 times faster in general. But even so its still running too slow for what its doing but I will get it there eventua…
An early test version is now available at http://www.distantmelody.net/legends-of-strife/play.html.
I've written a client patcher that will only update what's necessary (so you will only need to download the whole game once). I am going to try and keep it online as much as possible …
Server improvements
- Server now loads heightmaps and collision meshes.
- Creatures now collide with terrain and static objects (Buildings, caves, trees etc).
- Creatures now use simple path finding to reach their target.
- Creatures will no longer gain aggro on targets that are not in…
Added one handed weapons + dual wielding. Different weapon types have different attack animations. If you have two different types of weapons equipped (for example an axe and a dagger) They will each use their own attack animation. When dual wielding the server manages a players tw…
- Music fades out when you enter a new zone and after a while zone specific music will play.
- Extended weapon system. Weapons now rest on characters' back when not in use. Added 4 weapon types: Unarmed, 2 handed swords, 2 handed staves and 2 handed axes. Depending on the weapon …
- Made improvements to the map editor
- Character animations can now apply to only the bottom or top half of a character. For example: A character's bottom half can do a run animation while the top half is doing an attack or spell cast animation.
- Added Mage spell: Arcane Concentrat…
Implemented armour system. All armour will stretch to fit wearers body. Armour models will seamlessly load and release as required just like Icons already do. The same armour can be used by all players, npc's and creatures.
Getting the armour to work like this took me a lot longer …
Implemented mana, spell cooldowns and a global spell cooldown of 1 second (1 second cooldown on all spells after a spell is cast). I Implemented spell queueing. A player can que his next spell during his global cooldown. This should allow players with different ping times to all be…
Mostly Completed the spell, buff and minion systems and created 4 working spells:
Necromancer spells:
- Raise Dead. 4 second cast. 10 meter range. Raises a dead creature to fight for you. Can maintain a total of 4 undead creatures.
- Bone Shield. instant cast. self only spell. Creates a …
I added in experience and levels and with that I created a means to define what spells characters gain at what levels depending on their class.
I Also created the spells panel from where you can drag spells into the bottom action bar. All spell shortcuts are saved to the database so…