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Its not the amount of levels so much as the quality and use. Big playerworlds are meant to promote exploring. The sad part though is that they aren't built for exploring. Nothing too adventurous about most gmaps full of trees and such. And yes, players will clump together, but thats the glory of your main town. Its why you spent so long on it.
So here's what I'm getting at. When you spend time on your levels, make it because its been scaled to that. That your world is more than just an island. That it took the player three to five minutes to get from town to town because he hasn't gotten a horse yet. Or hasn't established some kind of inter-city travel. And as always, Make little areas where people can sit. All my fondest memories of NPulse are on the little tables next to that cave. Babylon's main area. Valikorlia's main cities. So my suggestion for Armageddon, Big gmaps are fabulous. But how about section off an area you can complete in a foreseeable time. Make some...event, so that you can rope off the exits. Like a carnival or maybe some kind of police lock-down. And develop quality instead of rushed quantity. :D Really hope for good things on Armageddon. |
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Nah man, thats why my project is still a solo project, I have an idea and I don't want to change it :3. He's got the vision.
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Systems: 65%
Weapons: 45% Levels: 1% GFX: 50% Ganis: 40% Other (event prizes,quests,ect):1% I've been redoing ALL the ganis, so they look correct and smoother. What we have has been redone now, and we're moving along to finish up the systems. I think we might have more of the systems % done than I put, but have to go through them and getting tired. I know a lot of the 35% thats not finished is because many systems just are only halfway done, or dont work completely correct. Shouldn't take long to finish them all. Decus has also been working on the starter town and tileset for the server. A starter town should at least have a basic look and be accessible by next week. Will post screenshots and announce when its up. |
Also...the starter town will appeal, hopefully, to rp players and classic alike. I can see how classic players make not like it, but behold, the original town will still be there, and the "idea" of using those classic tiles will not be forgotten. The overworld will include ideas that attract both rp and classic players, as we must compete for both. :) Expect greatness.
Hiro, get p2p, we need u. Seriously. |
i am looking veeeeeeeeeeeeeery forward to this!!!
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if you get on AIM we can at least talk some things out |
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so for the people who wonder, this is me few weeks ago before i proposed to my gf at Burger Refuge. Right after she said yes.
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yea i did, the burger said "yes" and i went at it.
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Systems: 68%
Weapons: 45% Levels: 3% GFX: 60% Ganis: 70% Other (event prizes,quests,ect):2% Decus has been working on the starter town. Its basic layout is almost complete. I've been redoing "systems" like the inventory and such, to bring it to feel more like the server should seem to be, fit in better so to say. Hopefully the starter town outsides will be done by next week, so people can almost have something to do again. xD |
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Figure I'll go ahead and post a screenshot of our new inventory. Its not finished yet. As you can see items category is not showing up correctly right now with the images. Some of our weapons still dont have images either so you get to see a nice clock.
All weapons are spread out into different categorys. You can scroll through them if needed with the arrows. Also put the tailor inside the inventory menu as you can see. Items will be accessible either by image or text, still havent decided yet, and would like feedback on that if no one minds to do so. It also shows the level of your glove, shoes, and flippers, as quests will allow to get extra things added to them. Keys and bigkeys for dungeons also shown here, and there will be more key items there, just dont really have any yet. Other extra things may be added as well, but for the most part this is it! Edit: Please ignore the level. Its junk. |
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