[GAME] EpicNode *RPG/MMORPG* [demo]

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pinkysnow
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[GAME] EpicNode *RPG/MMORPG* [demo]

by pinkysnow » Sat Dec 19, 2015 04:55

EpicNode
Image
Image

Currently working on a RPG/MMORPG for the minetest engine. This game will have never before seen in minetest stuff as its almost a complete rewrite!!!

Features:
*quest
*new player races:
=>Human(new models)
=>Taurin
=> Elf
=>Orc
=>Nymph
=>Dwarf
=>Symbian
=>*Tux(the secret race to unlock)
*mobs(with all new features)
*npcs
*mesh trees
*new tools and weapons(most with mesh)
*awsome effects
*level, HP and XP system
*gender and race system(set gender and race sepertly)
*new way of player death! (ghost like untill respawn)
*torch walking light
*tons more mesh nodes!

Mods:
*fishing(tweaked by me for this game)
*mobs-redo(tweaked by me for this game)



Game is taking a while as its almost a total rewrite and most is brandnew!
once things get a little more playable texture and character wise i will open the Survival PvP server this game is being built for to showcase the game in a epic setting!

look for "Shadow Quest" on the server list soon......

+ Pictures and screenshots


EpicNode Wiki
DOWNLOAD ME!
Github page

###note my gpu took a crap so im running 8mb onboard video, reason to low fps on screenshot, average laptop we tested ran 24-40fps!
Last edited by pinkysnow on Tue Jan 19, 2016 15:56, edited 50 times in total.
 

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prof-turbo
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Re: [GAME] EpicNode [release date TBD]

by prof-turbo » Sat Dec 19, 2015 09:59

I think you'll not be able to do that alone : https://github.com/MinetestForFun
Also, meshes are very very loud for a server. So generating giant meshes would probably not be the best idea ever.

EDIT : I mixed meshes and schematics, so please consider it as off-topic :p
Last edited by prof-turbo on Fri Jan 01, 2016 09:31, edited 1 time in total.
 

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Re: [GAME] EpicNode [release date TBD]

by cd2 » Sat Dec 19, 2015 12:43

Cool idea!
I am making a mmorpg in mt too, but mine is much different
 

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pinkysnow
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Re: [GAME] EpicNode [release date TBD]

by pinkysnow » Sun Dec 20, 2015 04:44

prof-turbo wrote:I think you'll not be able to do that alone : https://github.com/MinetestForFun
Also, meshes are very very loud for a server. So generating giant meshes would probably not be the best idea ever.

what is your deffinition of "LOUD" ?
 

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Re: [GAME] EpicNode [release date TBD]

by jp » Sun Dec 20, 2015 10:06

The mesh trees are "fashion" themselves, but they clashes stylistically too much with the dominant cubic theme of Minetest.

Besides, people can't make their own shape of trees or re-use its parts. And if you dig just once a tree, you get immediately the whole... wtf !?
 

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Re: [GAME] EpicNode [release date TBD]

by benrob0329 » Sun Dec 20, 2015 16:23

One could split up the said mesh into multiple nodes. Or, since this is an RPG dont let players dig trees at all. Or let it be, it's an RPG, not a sandbox game!

@Jp I disagree, MT does not beed to be completely blocky, and besides, it's just an engine. People can make it to be anything they want!
 

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Re: [GAME] EpicNode [release date TBD]

by Esteban » Sun Dec 20, 2015 18:54

benrob0329 wrote:One could split up the said mesh into multiple nodes. Or, since this is an RPG dont let players dig trees at all. Or let it be, it's an RPG, not a sandbox game!

@Jp I disagree, MT does not beed to be completely blocky, and besides, it's just an engine. People can make it to be anything they want!


+1
 

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Re: [GAME] EpicNode [release date TBD]

by pinkysnow » Mon Dec 21, 2015 02:41

the trees dig in a different way than normal but the big mesh trees are only for decor it is 90% rpg so not much digging needed
 

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Re: [GAME] EpicNode [release date TBD]

by Nathan.S » Mon Dec 21, 2015 03:11

I think the trees look really good for an RPG. Looking forward to this, as good RPGs are hard to find, the only two I know of are seemingly both dead.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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Re: [GAME] EpicNode [release date TBD]

by pinkysnow » Tue Dec 22, 2015 02:48

post has been updated!!! check out new pics :D
 

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Re: [GAME] EpicNode [release date TBD]

by pinkysnow » Wed Dec 23, 2015 04:34

Players will get to now chose between 2 types, warrior or shaman as each has its own weapons and attacks.

Also the game will be packaged with a pre-built map (4000x 4000) with the quest setup and ready to play
 

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Re: [GAME] EpicNode *RPG/MMORPG* [release date TBD]

by pinkysnow » Wed Dec 23, 2015 11:14

New features added, check post for new pic

Also the inventory will be getting image buttons and a nicer background after basic code is done, which should be this week.

Doing a game with 2 devs who are insane little adhd ridden girls is fun, please bare with us while I get it done guys
Last edited by pinkysnow on Sat Dec 26, 2015 14:18, edited 1 time in total.
 

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Re: [GAME] EpicNode *RPG/MMORPG* [release date TBD]

by Neuromancer » Wed Dec 23, 2015 15:18

pinkysnow wrote: please bare with me while I get it done guys
Chuckle... I think you meant bear with me, but based on that one mod you wrote one never knows ;o)
 

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Re: [GAME] EpicNode *RPG/MMORPG* [ver:1in alpha testing]

by pinkysnow » Wed Dec 23, 2015 20:09

this girl has a girlfrind lol, sorry :P
 

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Re: [GAME] EpicNode *RPG/MMORPG* [ver:1in alpha testing]

by pinkysnow » Thu Dec 24, 2015 13:22

And i am open to suggestions and ideas if anyone has any.
 

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Re: [GAME] EpicNode *RPG/MMORPG* [ver:1in alpha testing]

by pinkysnow » Sat Dec 26, 2015 12:51

Image

The gui is coming along nicely :)
 

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Re: [GAME] EpicNode *RPG/MMORPG* [ver:1in alpha testing]

by Neuromancer » Sat Dec 26, 2015 14:59

This kind of makes me think how close Eden2 subgame is to being an RPG. There are villages filled with npcs, pyramids, goblins, ghosts etc. It would be so cool if the villagers would actually interact with the players. For example the blacksmith could say he is having trouble getting coal due to the goblins, and needs you to kill 10 goblins for him, and when you do he rewards you with a gold bar. The inkeeper could be having problems with ghosts, and needs you to take their disturbed bones (which act as ghost spawners) and bury them in a cemetary which would turn them into normal bones. A logger could need you to go to the pyramids to kill the mummies and get him his diamond axe back, etc. Would also be cool to see the npcs move around and do stuff like farmers harvesting crops, and planting new ones, loggers cutting down trees & planting saplings, blacksmiths hitting anvils and making noise etc.
 

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Re: [GAME] EpicNode *RPG/MMORPG* [ver:1in alpha testing]

by pinkysnow » Sat Dec 26, 2015 15:33

The interaction between player and npc will happen and is linked to the quest. Noise is something we could do as well. The server map with all the quest and things set up will be packaged with the game
 

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Re: [GAME] EpicNode *RPG/MMORPG* [ver:1in alpha testing]

by Minetestforfun » Sun Dec 27, 2015 21:30

Great inventory window, keep up the good work ! :)
 

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Re: [GAME] EpicNode *RPG/MMORPG* [ver:1in alpha testing]

by pinkysnow » Sun Dec 27, 2015 21:34

Minetestforfun wrote:Great inventory window, keep up the good work ! :)


thank you very much :D

finaly getting some race specific skins started, the skins can be set to any color and are meant to make use of [colorize:.......

Image
 

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Re: [GAME] EpicNode, World of Wartest *RPG/MMORPG* [tbd]

by pinkysnow » Mon Dec 28, 2015 21:58

I have a good working HP system now that allows fall damage to be caculated but uses its one system allowing hp to be from 0 to anything, so now higher level players will have more hp!
 

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Re: [GAME] EpicNode, World of Wartest *RPG/MMORPG* [tbd]

by twoelk » Tue Dec 29, 2015 07:24

Interesting inventory window. I like the round corner on top left.
So what will the minimum resolution of the game be?
Will it be playable on small screen mobile devices?
 

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Re: [GAME] EpicNode, World of Wartest *RPG/MMORPG* [tbd]

by pinkysnow » Tue Dec 29, 2015 12:57

twoelk wrote:Interesting inventory window. I like the round corner on top left.
So what will the minimum resolution of the game be?
Will it be playable on small screen mobile devices?


Mobile devices are questionable, on my pc it goes down to 640x480 perfectly and even smaller, the hotbar is double stacked with very low resolution though. I don't see why a tablet would have an issue but i don't have one to test.
 

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Re: [GAME] EpicNode, World of Wartest *RPG/MMORPG* [tbd]

by pinkysnow » Tue Dec 29, 2015 19:04

New weapons and mesh for swords and axes added, please see pics on first post!

Image
 

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Re: [GAME] EpicNode *RPG/MMORPG* [01/2016]

by pinkysnow » Wed Dec 30, 2015 02:47

I am modeling lots of new weapons in bleder, if anyone has any ideas post them here, im open to anything period correct ( nothing modern)
 

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Re: [GAME] EpicNode *RPG/MMORPG* [01/2016]

by Glünggi » Wed Dec 30, 2015 11:20

Looks interesting.
I hope you know wath a lot of work this will be.
I wish you a lot of endurance ;)
 

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Re: [GAME] EpicNode *RPG/MMORPG* [01/2016]

by pinkysnow » Wed Dec 30, 2015 15:57

Glünggi wrote:Looks interesting.
I hope you know wath a lot of work this will be.
I wish you a lot of endurance ;)


thank you, and i have built hardware and deved the software from scratch so im good for the long run :D
 

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Re: [GAME] EpicNode *RPG/MMORPG* [01/2016]

by Neuromancer » Wed Dec 30, 2015 16:23

Glünggi wrote:Looks interesting.
I hope you know wath a lot of work this will be.
I wish you a lot of endurance ;)

I kind of feel the same way, everytime someone has promised a really ambitious project in the past (for example Kenney) and we keep getting screenshots, but no runnable mods, then at some point the developer abandons the project and the community winds up with nothing. This game is about as ambitious as they get. I'd rather see you break this project up into mods (mesh trees, mesh weapons, new mobs, etc.) and release working versions of them. Then if you ever do get around to completing the rpg, great, you can package them all as a sub game, and if you don't that's still awesome because the community still has all these awesome mods that make the game better. And maybe someone else can add some cool mods to finish the game even if you were to move on to other things. Not saying that you will.
 

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Re: [GAME] EpicNode *RPG/MMORPG* [01/2016]

by Glünggi » Wed Dec 30, 2015 17:46

I'd rather see you break this project up into mods (mesh trees, mesh weapons, new mobs, etc.) and release working versions of them.

Idk if this work with this subgame.. cause is a bit far away from the minetestgame.
And it will need a lot of adjustment to make it compatible to the originalgame.
I dont know but i can imagine...
 

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Re: [GAME] EpicNode *RPG/MMORPG* [01/2016]

by pinkysnow » Wed Dec 30, 2015 18:01

Neuromancer wrote:This game is about as ambitious as they get. I'd rather see you break this project up into mods (mesh trees, mesh weapons, new mobs, etc.) and release working versions of them. Then if you ever do get around to completing the rpg, great, you can package them all as a sub game, and if you don't that's still awesome because the community still has all these awesome mods that make the game better. And maybe someone else can add some cool mods to finish the game even if you were to move on to other things. Not saying that you will.


the way its done now is set up to be modular, it wouldnt be that hard to turn it into seperate mods as most things already run a seperate .lua
 

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