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Crowns of Power alpha shots
Crowns of Power alpha shots
| Name: | Peter Simard | |
|---|---|---|
| Date Posted: | Jun 21, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Peter Simard |
Blog post
Woohoo! All the hard work is starting to pay off. We recently launched our first public testing of our upcoming MMORPG Crowns of Power. We received more than 2,000 beta applications within the first 24 hours of opening registrations. We selected 50 of those applicants and sent out the exe (weighing in at about 400mb).
Testing has been going for about a week now. The server only crashed once during the test (one too many, but better than I was expecting). Initial feedback was also positive. Most players had a good time adventuring through the first school, and getting up to level 13. One of the highlights was when the players activated a raid boss and successfully defeated him (with some nice loot as a reward).
The biggest issue seems to be the client stability. We received several reports of random crashing/freezing. Finding and fixing these issues will occupy a lot my development time... any suggestions on tracking these down would be appreciated.
Here is a current feature list in no particular order:
-The basic fighter tree with 5 ranks to advance through
-Individual spawn spots
-Spawn areas: You can define a list of mobs and they will spawn randomly positioned within the area
-Rare spawns:Rare monsters have a chance of spawning in different areas, if you kill one you get special loot
-Real-time combat system mixed with autoattack
-Multiple quest types: Collect items, kill mobs, escort NPC, etc
-Item interactions: Allows the use of interactive objects (doors, levers, mana nodes, etc)
-AI Pathing: 3 systems are used together to provide a robust pathing system. When a target is in sight it will go directly towards it. If something is blocking its LOS, its performs several ray casts to determine a path around the obstruction. If no route is find, it will use A* to navigate its way.
-Player & NPC pets
-Custom mounting system for equipment
-Dynamic player textures for armor/clothing
-Inventory done with backpacks
-Items are defined by a datablock to give base properties, and additional data can be added (enchants, buffs, etc)
-Reagents: Some abilities require consumable reagents to use
-Aggro system: Mobs use an aggro list to determine to more threat to it
-AI paths: Mob spawnpoints can be set to follow a path to allow "roamers"
-3D billboard text: Player names appear realistically over their head
-Inherited loot tables: Mobs can inherit loot tables from base mobs (e.g., BaseAnimal->BaseBear->Grizzly Bear)
-Grouping system: Players can form parties that will share loot/exp
-Chat system: Send messages to the zone, group, a player, or a say
-Emotes: Emotes such as /wave /cheer /bow /point, as well as custom ones from players
-Partial command recognition: This allows you to enter commands without fully typing them (e.g., /w instead of /wave)
-NPC interactions: Each NPC can be given a unique interaction dialog
-Arenas: PvP battlegrounds
-Mob spells: Mobs can be given spells and abilities (bears have a roar that stuns you)
-NPC merchants
Alpha testing shots:
Roamer jumps their group

This rare scorpion proves to be more than he can handle

Sigil being spawned (required 3 people to activate an orb at the same time)

Sigil has been spawned

Preparing to take down Sigil

Taking on the Litch King

This spiker isn't a match for these adventurers

Fully geared up

Hunting for tigers

CG water effects

Testing has been going for about a week now. The server only crashed once during the test (one too many, but better than I was expecting). Initial feedback was also positive. Most players had a good time adventuring through the first school, and getting up to level 13. One of the highlights was when the players activated a raid boss and successfully defeated him (with some nice loot as a reward).
The biggest issue seems to be the client stability. We received several reports of random crashing/freezing. Finding and fixing these issues will occupy a lot my development time... any suggestions on tracking these down would be appreciated.
Here is a current feature list in no particular order:
-The basic fighter tree with 5 ranks to advance through
-Individual spawn spots
-Spawn areas: You can define a list of mobs and they will spawn randomly positioned within the area
-Rare spawns:Rare monsters have a chance of spawning in different areas, if you kill one you get special loot
-Real-time combat system mixed with autoattack
-Multiple quest types: Collect items, kill mobs, escort NPC, etc
-Item interactions: Allows the use of interactive objects (doors, levers, mana nodes, etc)
-AI Pathing: 3 systems are used together to provide a robust pathing system. When a target is in sight it will go directly towards it. If something is blocking its LOS, its performs several ray casts to determine a path around the obstruction. If no route is find, it will use A* to navigate its way.
-Player & NPC pets
-Custom mounting system for equipment
-Dynamic player textures for armor/clothing
-Inventory done with backpacks
-Items are defined by a datablock to give base properties, and additional data can be added (enchants, buffs, etc)
-Reagents: Some abilities require consumable reagents to use
-Aggro system: Mobs use an aggro list to determine to more threat to it
-AI paths: Mob spawnpoints can be set to follow a path to allow "roamers"
-3D billboard text: Player names appear realistically over their head
-Inherited loot tables: Mobs can inherit loot tables from base mobs (e.g., BaseAnimal->BaseBear->Grizzly Bear)
-Grouping system: Players can form parties that will share loot/exp
-Chat system: Send messages to the zone, group, a player, or a say
-Emotes: Emotes such as /wave /cheer /bow /point, as well as custom ones from players
-Partial command recognition: This allows you to enter commands without fully typing them (e.g., /w instead of /wave)
-NPC interactions: Each NPC can be given a unique interaction dialog
-Arenas: PvP battlegrounds
-Mob spells: Mobs can be given spells and abilities (bears have a roar that stuns you)
-NPC merchants
Alpha testing shots:
Roamer jumps their group

This rare scorpion proves to be more than he can handle

Sigil being spawned (required 3 people to activate an orb at the same time)

Sigil has been spawned

Preparing to take down Sigil

Taking on the Litch King

This spiker isn't a match for these adventurers

Fully geared up

Hunting for tigers

CG water effects

Recent Blog Posts
| List: | 08/17/08 - Crowns of Power - End of Beta 07/07/08 - To build a programming language 06/23/08 - CoP - Stress Test Results 06/18/08 - Crowns of Power - Stess Test 04/07/08 - Crowns of Power - Beta update 03/31/08 - Crowns of Power - Open Beta Download 03/28/08 - Crowns of Power - Open Beta Monday! 02/21/08 - TGE Server Admin Software |
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Submit your own resources!| Anthony Fullmer (Jun 21, 2006 at 06:12 GMT) |
| Broken_Sword (Jun 21, 2006 at 07:42 GMT) |
| Matt Huston (Jun 21, 2006 at 11:22 GMT) |
| Peter Kojesta (Jun 21, 2006 at 13:52 GMT) |
I really like the name of your game. Crown of power is a cool title. Great shots man. I gotta make my boat model available so you can replace that one in the water! Anyway, keep it up, it's coming along well.
| Mike (Jun 21, 2006 at 13:56 GMT) |
| Dreamer (Jun 21, 2006 at 15:38 GMT) |
| Tom Eastman (Eastbeast314) (Jun 21, 2006 at 17:35 GMT) |
| Grant (Jan 17, 2007 at 01:03 GMT) |
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