Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    9
  • comments
    6
  • views
    3112

[MMORPG] Join testing Mob and Skill Mechanics

Mert Oguz

753 views

Currently on alpha test, silverpath online has active event currently that spawns bosses on event room.

You can join free and feedback bugs, glitches or whatever problem you have encountered.

Currently friends and community system is on progress you feedbacks are important to me, also alpha users will get prizes on beta regarding their alpha-end rankings.

https://play.google.com/apps/testing/com.ogzzmert.online.game

 

sil1.png



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Nilmani Gautam
      In this video we will learn to select the object an perform action to the object
       
    • By LonelyStep
      PROGRESS
      Thought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.

      SCREENSHOTS
      #1

      *****************************************************************

      #2
       
      FEEDBACK
      Right now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.

      One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.

      Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.

      Aside from these, any other constructive criticism is very welcome.

      LINK
      My game can be found at the Google Play Store here:
      https://play.google.com/apps/testing/com.meatandgrain.PunchABunch

      NOTE There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well.

        Thank you for your time, I hope you'll be able to find some fun in this little game!
    • By congard
      Hello! When I implemented SSR I encountered the problem of artifacts.
      Screenshots here
      Code:
      #version 330 core uniform sampler2D normalMap; // in world space uniform sampler2D colorMap; uniform sampler2D reflectionStrengthMap; uniform sampler2D positionMap; // in world space uniform mat4 projection, view; uniform vec3 cameraPosition; in vec2 texCoord; layout (location = 0) out vec4 fragColor; void main() { mat4 vp = projection * view; vec3 position = texture(positionMap, texCoord).xyz; vec3 normal = texture(normalMap, texCoord).xyz; vec4 coords; vec3 viewDir = normalize(position - cameraPosition); vec3 reflected = reflect(viewDir, normal); float L = 0.5; vec3 newPos; for (int i = 0; i < 10; i++) { newPos = position + reflected * L; coords = vp * vec4(newPos, 1.0); coords.xy = 0.5 + 0.5 * coords.xy / coords.w; newPos = texture(positionMap, coords.xy).xyz; L = length(position - newPos); } float fresnel = 0.0 + 2.8 * pow(1 + dot(viewDir, normal), 4); L = clamp(L * 0.1, 0, 1); float error = (1 - L); vec3 color = texture(colorMap, coords.xy).xyz; fragColor = mix(texture(colorMap, texCoord), vec4(color, 1.0), texture(reflectionStrengthMap, texCoord).r); } I will be grateful for help!
    • By Feirx
      Current Project
      -Action/Adventure/Puzzle
      -Over the Shoulder/3rd person
      -Steampunk/Medieval aesthetic
      -Co-op (2 Player story line)
      Calling all content creators and programmers of any skill and experience level to join the team. Please be at least 16+ years of age. Artist(s) NEEDED (Unspecific; 3D Models, Concept Art, Animation, Ads, Graphic Design, ...)*
      *Artist(s), We currently do not have any art styles set. We are looking for an original artist to set the art style for our production. This is a big opportunity.

      Feel free to ask questions. I am super excited to get started and meet some new people.

      Comment or message me for Discord server invitation.
    • By ERASERHEAD STUDIO
      A new entry in the devlog for 13 Ronin, a retro 2d samurai fighting game, this time it's about implementing the logic for the computer player.
      Happy coding!
      https://www.eraserheadstudio.com
       
       
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!