[MMORPG] Forest Tale v0.3.1 - "That aint no tea leaf"

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Pebsie
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[MMORPG] Forest Tale v0.3.1 - "That aint no tea leaf"

Post by Pebsie » Mon Apr 06, 2015 4:46 pm

Hello there! This OP is almost a year out of date and will be updated at some point this week. This project is very much alive and well, I just had to put it on hiatus with college exams and stuff. Expect a lot of updates in the summer. :awesome:

Forest Tale

The Idea
Forest Tale is a game I've been trying to make for little over 4 years now in many different variations.

I had the initial idea playing World of Warcraft: I wanted a game that was an MMORPG, but that revolved around player interaction rather than PVE. This developed overtime and became "Forest Tale": an RPG with a completely blank slate, the idea being that players populate and fill the world by building and scripting NPC's.

At the time I didn't have the technical know-how to make such a game. Really, I still don't, but in its 4th client variation in 3 years Forest Tale is now slowly becoming a reality for me. A few things I decided to change: 1, it isn't really meant to be an MMORPG anymore and instead a small multiplayer RPG that, say, a group of friends could put a server up for and have fun playing on. The server doesn't have a player cap and so technically could run as an MMO, but that is no longer the primary intention. Another thing is that the game world isn't entirely to be dictated by the player: while I still intend on adding in scripted NPCs, the environment etc all works itself without necessary player interaction and, when added shortly, mobs won't require the player to be present in order to do stuff (like expand or fight with other tribes of mobs).

Current Features
You can harvest resources, build, farm and go fishing! It's also all built to be networked, so that's cool.

Changelog
v0.3.1
KEY:
+ Addition
- Removal
* Fix or alteration
? Fictitious

CLIENT CHANGES:
+ Added chicken
> Drops roast chicken
> Lays eggs that sometimes hatch into other chickens
> Only 1 will spawn when the world starts, assuming that chickens will reproduce naturally
? Reduced the cost of the bargain bucket by 50p
+ Added Demon
> Drops Blade of Heroes
> Spawned by using life essence on a tile
+ Added Plantkin
> Drops tea seeds
> Semi-rare
+ Aspects can now have time limits
+ New consumable: Tea
> Costs 1x tea leaf and 1x vial of water
> Grants +3 strength for 5 minutes
+ New item: Tea Seeds
> Can be planted to grow Tea Leaves
> Dropped by Plantkin
+ New item: Tea Leaf
> Grown from planing Tea Seeds
+ New item: Vial
> Container, can be filled with water
> Costs nothing to create
> Found under "Reagents"
+ The crafting menu is now seperated into categories for each item
> You can press "All Items" to view all available items
> Right clicking will return you to the categories menu
+ Crafting changes
> Nails: 8 are now created (up from 4)
> Wooden Floorboard and Wooden Wall now cost 1 nail (down from 2)
> Short Sword now costs 6 metal (down from 10)
> Longsword now costs 15 metal (down from 25)
+ You can now drop 1 item at a time by pressing X, or dropping all of that item by holding down shift and pressing X
+ You can now pickup 1 item at a time by pressing Z, or picking up all of that item on the ground by holding down shift and pressing Z
+ New image for webs
+ New theme music, "People"
+ The tile that a mob is standing on will now flash red if you hit it with a weapon
+ Chat messages can now be longer than 40 characters and wil go onto the next line when sent (lines are max 50 characters, messages are max 140 characters)
+ Strength now affects your attack and how many resources you gather
+ Switching between items now displays the name of the item above chat
* Health now regenerates at a rate of +1/second (previously +3/second)
* Picking up items now takes half a second (down from 3 seconds)
* Chance of gathering metal when hitting a rock is now 33% (up from 20%)
* Short Sword, Longsword and Blade of Poison are now correctly labelled as being weapons, not tools
* Corrected Blade of Poison to require 1x Longsword to create (was incorrectly 3)
* Snakes now have a 50% chance of dropping venom (up from 25%)
* Aspects now display correctly
- Running no longer causes an increase in hunger

SERVER CHANGES:
+ The server can now relatively modify the "value" field of an entity using the operator "ev"
+ The server now sends out adverts at random
* Mobs will now lose aggro with a player who is dead

ENVIRONMENTAL CHANGES:
+ Mobs now spawn dynamically, with a maximum number for each (previously they were spawned when the world was created and when died were replaced by replicas)
* There are now 4 Restless Spirit's in the world instead of 1
* Fire Elementals now have 100hp (up from 50hp) and have a slightly altered aggro script
* Restless Spirit now moves slower (2 tiles per second rather than 4)
* Snow and rain now stop a lot faster (no more 24 hour long blizzards)
Screenshots
Image
Image

Download
Windows launcher (updates etc): http://freshplay.co.uk/forest/Forest%20 ... uncher.exe
LOVE file: http://freshplay.co.uk/forest/game.love

Other stuff
Current version is 0.3.1
Updates are first posted onto the Facebook page: https://www.facebook.com/pages/Forest-T ... 5915612206

Please give me feedback and stuff. It's an alpha game right now and reflects that pretty strongly.
Last edited by Pebsie on Wed Mar 16, 2016 12:00 am, edited 8 times in total.
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MadByte
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by MadByte » Mon Apr 06, 2015 5:02 pm

Hi

Looks Good so far :) Even the online gameplay works.
You definitely need to add some instructions how to play the game :D

Another critique is the movement.
1. its to slow
2. its tile by tile movement. If you think you can make the movement freely and with mouse I would totally play this game.
(Maybe like "realm of the Mad God")
Also the other online players just spawn somewhere else when moving, but thats not really a problem, I know that it is hard to
code online multiplayer stuff.

Keep working on that, it looks really promising!
Last edited by MadByte on Mon Apr 06, 2015 5:41 pm, edited 1 time in total.

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qubodup
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by qubodup » Mon Apr 06, 2015 5:21 pm

Looks nice! I couldn't start it on Linux yet.

Code: Select all

ERROR! couldn't connect (probably not listening)
http://youtu.be/CQLu8LV-III
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)

Pebsie
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by Pebsie » Mon Apr 06, 2015 6:34 pm

MadByte wrote: Another critique is the movement.
1. its to slow
2. its tile by tile movement. If you think you can make the movement freely and with mouse I would totally play this game.
(Maybe like "realm of the Mad God")
Also the other online players just spawn somewhere else when moving, but thats not really a problem, I know that it is hard to
code online multiplayer stuff.
Completely agree with you there. I'm very close to changing that or at least making it faster. Thing is; I've never attempted pathfinding before in my life, so I'd need to practice. I think that it'd still have players fixed onto tiles, but clicking sets the waypoint to move to to make it feel a bit nicer. The player bugging thing is also a glitch, to be fixed in v0.2! Thanks for the feedback!
qubodup wrote:Looks nice! I couldn't start it on Linux yet.

Code: Select all

ERROR! couldn't connect (probably not listening)
http://youtu.be/CQLu8LV-III
The server crashed for some reason. It's back up now and I'm looking into it!
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MadByte
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by MadByte » Mon Apr 06, 2015 6:39 pm

Pebsie wrote: I've never attempted pathfinding before in my life, so I'd need to practice.
i don't mean to use auto walk via pathfinding. Just free walk not locked onto the tile grid + turning using the mouse :p

Pebsie
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by Pebsie » Mon Apr 06, 2015 8:09 pm

MadByte wrote:
Pebsie wrote: I've never attempted pathfinding before in my life, so I'd need to practice.
i don't mean to use auto walk via pathfinding. Just free walk not locked onto the tile grid + turning using the mouse :p
-snip-
Aaaaah right I see. No clue how I'd do turning with the mouse, but free walk I can definitley look into!
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Pebsie
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by Pebsie » Wed Apr 08, 2015 2:56 pm

Updated to v0.1.0.4 that uses the new, actually good server and allows you to cut down burned up trees.
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ArchAngel075
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by ArchAngel075 » Wed Apr 08, 2015 6:55 pm

not exactly sure how you implement the looking already, but with mouse look you fetch the angle of mouse to player (middle of screen by the looks of it)

(assume angle 0 is upwards in line with player)

this angle when -90 to 90 is up, then right is 91 to 180, down as 181 to 270 and left as 271 to 360 (aka 0)

Pebsie
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by Pebsie » Fri Apr 10, 2015 4:31 pm

v0.2 is now out!

Changelog:
KEY:
+ Addition
* Fix or alteration
- Removal
> Point of interest

Client changes regard things that the user will visibly see, usually as a result to a modification of both the client and the server.
Server changes regard things that the user won't visible see, but will in most cases notice.
Environmental / world changes regard visible things that are out of the players control that have been modified.

v0.2:
THIS IS A MANDATORY UPDATE, YOU WILL NOT BE ABLE TO CONNECT ON AN OLD CLIENT
Client changes:
+ New weather type: Storm
> Storms cause farmland to grow twice as fast
> Chance of causing forest fires increased when stormy
> Dirt has a chance of becoming water when stormy
+ You can now drop items by pressing X
> This will drop all of the item in your inventory onto the current tile
> You can press Z to pickup an item that is on the current tile
> If there is already an entity on this tile you WILL LOSE YOUR ITEMS (to be fixed)
> Currently anyone can picked up any dropped item (again to be fixed)
+ Added a title screen
+ Started work on UI library
> Added notification boxes that'll give you advice while playing
+ You can now sprint by holding down shift
> Sprinting causes an additional 0.25% hunger generation per second
> Sprinting may cause FPS drops or rubberbanding
+ Blocks now decay overtime
> It takes around 24 hours for moss to grow on a block
> Moss can be destroyed with a hatchet
> If moss isn't destroyed within around 12 hours, the block is destroyed
+ New resource: Metal
> There is a 1 in 5 chance of mining metal when mining a rock
* It now costs 5 metal to buy a hoe rather than 5 stone
+ You can now plant a tree by using seeds on grass
+ Hunger is now saved
+ A flowing water sound effect now has a chance of playing when nearby water
+ You now take damage when standing in fire
> "getoutofthefiregetoutofthefiregetoutofthefiregetoutofthefiregetoutofthefiregetoutofthefire"
* Farming now gives you slightly less cabbages
* Rakes are now successful 100% of the time (up from 25%)
* Slightly reduced the frequency of music playing
* Android mode is now disabled by default (no more red X's)
* Fixed a bug where you'd need +1 required inventory item to buy things from Carpenter Fred
Server changes:
+ Added an IP banning system
* The server now timeouts players who have been inactive for 300 seconds rather than 30 seconds
* The server now drops players properly when they exit (sometimes)
* Entities are now saved and loaded by the server
- Removed additional Carpenter Fred NPC's from spawning
- Removed easter eggs from spawning
Environmental / world changes:
* Burned tree's now grow back
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Re: Forest Tale - "Minecraft but like Runescape?????"

Post by bobbyjones » Fri Apr 10, 2015 6:11 pm

The client is stuck on the authenticating screen. Is your server down? If so i think the client should be able to tell me that. I really like your title screen though it very nice. One more piece of critique I think a password field shouldn't be there unless you have an https connection. For alpha i think it would better to just have nicks with non-persitence accounts. Or maybe use the IP address for persistence? And this seems like it would end up being a nice project can't wait to play. :)

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