Hey guys, I’ve updated this post (3/28/2015) with the “Alpha” section of the game! I put the rest of the old post in a spoiler at the bottom.
The objective:
The objective of the game is similar to most other MMORPGs. Beat the dungeons, level up, find/purchase new equipment, join guilds and battle other users.
Maps:
Currently the game has 3 maps (4 including login screen).
The spawning area for Spriggans and Sylphs is called Swilvane. This is a large map with shops and a huge open field filled with lions to train on.
The second map is Gadan, which is where Salamanders spawn. This has a similar design to Swilvane in the sense that the map is filled with beginner mobs (Lizards) and has a town at the center.
The third map is a dungeon map. This map has flying disabled and your goal is to get to the end of the map to beat the boss which drops chests.
Chest System:
Boss mobs drop chests. There are two kinds of chests: Regular and Legendary. Here is the process that happens when you kill a boss.
[ul]
[li]Boss determines if it will drop a chests/chests (multiple players)[/li]
[li]If yes, boss chooses a chest type for each player that killed it[/li]
[li]Boss chooses a drop for each chest from its pool of drops[/li]
[li]Chest is spawned[/li]
[/ul]
With a regular chest, you simply open the chest and it will have a small chance of giving the item inside. This is usually about 15%. With a legendary chest, you can buy a key for 10R$ that opens a chest and guarantees a drop, or purchase the Infinity Key gamepass that lets you open unlimited chests. The infinity key costs 45x the price of a normal key. It’s worth it in the long run however the single keys are good for users who do not have lots of R$, or are simply trying out the game without investing too much money.
Guild System:
The guild system lets you pay 300R$ to make a guild. You enter a name and an image for the guild. You can then invite or exile players in your server into/out of your guild. Guilds are great for doing dungeons because large guilds tend to know who they’re allies with. Your guild logo appears beside your name in chat, and above your head.
Spells:
There are currently 3 spells ingame. I won’t take pictures right now, but this is what they are:
[ul]
[li]Fireball. Fires a fireball that does splash damage when it hits something.[/li]
[li]Wind Blades: Fires 3 wind blades with 0.3 second intervals between each blade, allowing you to readjust your aim.[/li]
[li]Illusiatory Pulse: Fires a pulse that deals damage. This spell has a random casting time between 1s to 2.5s which makes it hard for opponents to predict when you will shoot.[/li]
[/ul]
Anyhow that’s all for now! Check out the game, it’s live until Sunday March 29th here:
Pre Alpha Development Log
[spoiler]Menu/UI
The menu of the game consists of a button bar, and health/mana bar. The healthbar was based off of the healthbar from the anime.
Here’s the button bar. This comes out of the left side of the screen when M is pressed.
Here’s my edition of the healthbar, as well as what it looks like in the show.
All together, the UI looks like this (with menu open). I also plan to disable the backpack and ROBLOX healthbar.
When you (or another player, or a mob) run out of health, you fade purple and then explode into purple triangles that fade away and float into the sky. Originally, these were blue to keep true to the anime. However after doing aerial combat with my friends, we noticed that this was hard to see overlaying a blue sky. The purple still fits the theme but allows you to see the effect (which I put blood, sweat and tears into) better against a blue sky.
More UI examples are shown in the categories below, that are categorized based on their purpose.
Skills
Skills in ALfheim work by assigning a hotkey to the skill via the skills menu. Once you’ve assigned a hotkey to a skill, you may press that key at any time(walking or flying) to cast the spell (assuming you have enough mana).
Here’s an example of setting a hotkey.
After setting the key E to fireball, I pressed E. A spinning circle animation plays around me for 2s, after which this circle expands and fades, as the spell takes effect. In this instance, a fireball is created and sent flying where my mouse aims. After the fireball hits something, it explodes and deals proximity damage.
The fireball spell relies on dealing damage via explosion. The ball itself does no damage. The fireball can be hit by other magic spells in order to cancel out the spell. Two fireballs hitting eachother will result in an explosion in midair.
Flying
In ALfheim you can fly whenever you are not in a designated dungeon zone. To fly, you simply double tap.
Each class has a different style of wings. The wings consume mana until you run out, at which point they fade away and drop. You use WASD to fly around and aim with the camera. When in midair, you can still use your sword and skills. When casting a skill in midair, your character will face the direction of your mouse. This allows your opponent to predict what you’re trying to do.
The wings are rendered locally using RenderStepped to achieve 60FPS. They have matrices representing animations which I created a player to animate. When you dive, your speed increases which results in your wings folding back and creates a very cool effect.
Mobs
Animations:
Mobs in the game are animated using the ROBLOX Animation Editor which as you may know, I’m a huge fan and supporter of. Mobs will play an idle animation until you get into their Aggro range (varies per mob) at which point a running animation will play. If they are within attack range of you, a damage animation will play. This animation only takes over necessary joints in order to not obstruct the running animation. Basically, both play at once. Going to have footage of this soon hopefully!
Here’s the lion sitting in its idle state.
Final Notes:
I’ll try to update this post as the game is made. We have a map almost done (made by Kythor, which looks ridiculous, detailed 4K x 4K map) and I’ll definitely add video and images of when fully complete. This game has been in development for 3 weeks.
Facts:
-All magic is rendered locally using RemoteEvents
-The game uses FilteringEnabled
-Each territory will be a separate place. Flying over a border will teleport you to the next place.
-The menu expands as you open more and more submenus. The menu is set up to detect if it runs off your screen, and moves itself over if this happens to fit smaller screens.[/spoiler]
Thanks for reading!