Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

> Can't see your topic?

If you wish to post a topic in here please use the SUBMISSIONS FORUM.

Make sure you read the rules!

2 Pages V   1 2 >  
Reply to this topicStart new topic
> Afar MMO | Daily Updates, IT'S HERE - Daily Updates
Amy Pond
post Nov 25 2010, 03:28 PM
Post #1


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced









Abstract: A free to play, extensive MMORPG playable from a browser and updated daily.
Genre: Fantasy
Engine: N/A




www.afar.ws
No downloads - play in a browser.



Ever growing, however some general stats:
- 300+ maps
- 200+ items
- 5 quests (more in the works)



Afar has quite an extensive story - in my head. This is going to form the basis of quests eventually (a major storyline piece is in the works at the moment) but it isn't in the game much yet.

The main story arc being followed is that of Tiben - the main town in the starter area - and it's aims of expansion every way possible. Every now and then soldiers march out to capture new lands for the good of the town. The player winds up in the middle of some of these - the Western lands, the Northern teritories, and eventually to Ivesar itself.





and that is that, plain and simply, we owe our existence purely to the boredom of the old Gods.

They have since left our lands although some would argue otherwise, or that they can never truly be gone because as ascended beings they do not exist in the same way you or I would. I however disagree, and can see that they have plainly left our mortal realms.

This now concludes the chapter and I shall finish with a timeline running from the day the world was created up until the present day.

I.L (Ivesus' Land)

999 Present Day
998 Tiben explorers begin to move North East
947 End of the Western Wars
The Westerners resort to Vampirism
942 The Western Wars begin
Great Western Wall is erected
935 Humans arrive in Tiben by boat
902 Humans pupulate the Damascan desert
891 Volcano at Ivesar; survivors exodus by boat and foot
760 Popn' of Ivesar: 100,000
657 Popn' of Ivesar: 10,000
274 Ivesar founded, a township in the old South

0 Ivesus first preaches in Sellesby village

B.E (Before Enlightenment)

20 The Gods get bored and decide to no longer exist
27 The Gods create magic but don't tell anybody
302 Fall of the Sedisian Empire; Dalks are free
349 Invasion of Dalkland by the Sedisians
437 The Sedisian Empire is formed
1647 The Gods decide they now exist and create the world

CHAPTER 7 - THE FUTURE

One can only speculate on the events of the future but it is clear Tiben is intent on expanding, with vanguards heading North-East and plans to head West retaking land lost in the Western Wars not completely out of the question.

Personally I believe Tiben will attempt to invade Straupuft and the desert cities once the time is right.

There is no doubt in my mind that there is a lot of land that can be recovered from the old city of Ivesar, which now lies in ruin. The chance of another volcano is unlikely, and I am sure that wizards will find a way to combat the effects and reclaim the land.
____________________________________



Ivan Jarin

Son of Lord Jarin of Tiben, Ivan is a soldier in the castle army.



Base system: phpBB © phpBB group - used for authentication, forums, the general system in the background

Main Graphics: REFMAP (full disclaimer in-game as required)
Additional Graphics: myself, jbrist

Programming: myself











This is an MMORPG. The main features (although there is tons to do, just a little hard to find sometimes - working on making it more logical)-

- Sim Player Versus Player combat
- Sideview battle system
- Inventory
- Item crafting
- Merchant skills
- Spells and spell roster
- Quests, quest journal
- Character customisation
- Probably a lot more important stuff that I've forgotten about and will get back into play eventually.



Internet Explorer users will not have the fancy borders that Firefox users get due to IE not conforming to standards. This game is aimed at the Firefox browser, but should work in Google Chrome as well. When a standalone client is made it will be using the Firefox browser.



This post has been edited by Amy Pond: Aug 17 2012, 04:26 AM


__________________________
Go to the top of the page
 
+Quote Post
   
Godspeed
post Nov 25 2010, 03:33 PM
Post #2


Who are you? And why should I care?
Group Icon

Group: +Gold Member
Posts: 775
Type: Musician
RM Skill: Masterful




Seems an interesting work! I'm checking it right now! biggrin.gif


__________________________



Welcome to Triple R! Spelling and grammar are key. Enjoy your stay!!!




To father of Death Metal...

Spread the RRR word on Facebook, http://www.facebook.com/group.php?gid=21583946853

Go to the top of the page
 
+Quote Post
   
Amy Pond
post Nov 25 2010, 03:39 PM
Post #3


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




I realise I probably should be promoting this after making the new user guide/tutorial/walkthrough thingie. I'll work on that tonight, get it up, and then I won't have to keep showing people how to do certain things like I have to elsewhere tongue.gif

Some gimmicks if you play:

- Free daily soup
- Gathering items such as herbs, wood, and armour if you know where to find them, can be done at various time intervals
- Money rises as you explore, the exact algorithms keep changing and I won't be saying. Trick is to just play the game


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post Dec 3 2010, 05:14 AM
Post #4


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




I think I'm allowed to self bump with updates, sorry if I'm not.

------

25 November 2010 (Thursday)

* Dynamic signatures now show face, name, gold and worth!
* Graphics around the Dark Forest
* Minor edits to hidden functions to make them work properly, nothing special
* Signatures now automatically update once per 24 hours on login
* Created homepage poll system which links to the forums


26th November 2010 (Friday)

* Minor graphical improvements


27th November 2010 (Saturday)

* Item use system
* Added use functions to all usable items
* Book system
* Written out book pages for Vampire book
* Added constitution exp
* Unvisitable areas on the world map are now greyed out and unclickable (still need to add some switches but the system works)
* Item equip/unequip


28th November 2010 (Sunday)

* Rearranged Tiben town
* Removed "back to world map" links in lieu of new button at top


29th November 2010 (Monday)

* Several new maps, themed backgrounds
* Base Camp is now linked fully to Port and Tiben

World Map & Exploration
The World Map as it was lain out previously was just a placeholder.

I am working on a series of updates which will occur over the course of today/tonight which will form it into something far bigger and more important.

The town locations will remain. You will only be able to access the Base Camp, however. From there you can move to different maps. New icons will be available on the world map as and when you visit them, be this through travelling by foot, or completing a quest.

You will also notice that the colour of action buttons and the main page background will change depending on what sort of area you are in on the map.

Principally these will be:

Stone grey: towns, cities, buildings
Purple: the Dark Forest region
Green: forests and woodlands
Light green: plains and fields
Sandy: desert regions



30th November (Tuesday)

* New merchant in "woods" between Tiben and Base Camp selling various goods
* Six new items (toy horse, bread, lantern, old armour legs and helmet, rope)
* Created cave system, not currently in use
* Filled in area descriptions between Port -> Base Camp -> Tiben
* Reversed colours on river background to look a bit better, not too happy. Thoughts?


1st December (Wednesday)

* Five new items
* New merchant by the river
* Moved some shop stock around a bit to make more sense
* Added some placeholders for future things


2nd December (Thursday)

* Minor update; you can now nick a fishing rod from the river bank which might be useful later on.


3rd December (Friday)

* Added mechanics for vessels - containers for items. Imagine apples in a basket: you eat the apples and lose them, but the basket remains.


Trade logic

Trade logic
I've started work on the trading system. I find it hard to get my head around the logic of trading for some reason, but I am having a go. This will again be a system coded completely from scratch, using phpbb only as a base for user authentication, as with the rest of the game.

You will be able to trade a maximum of eight items, as well as gold.

To prevent unfair trades, scams, and real world trading, there will be a few restrictions, but nothing too harsh:

- You can only trade eight items at a time, as well as gold
- You can only trade once you've earnt a total of 50 gold (on top of the 50 you get for joining)
- You can only receive money up to the amount you've already earnt

An example:

Joe Newbie starts playing the game. He earns 123 gold. He's also got the 50 gold he starts off with. So in total he's made 173 gold from playing the game.

He trades with Jill Noobson, selling a steel sword. Jill offers Joe 2000 gold. Joe cannot accept, because this is more than Joe has earnt.

Jill starts the trade again and offers 160 - this is less than the 173 that Joe has ever earnt, and so the trade is legal.


Jane Newperson wants to trade. She started playing today and has 60 gold in her account! She started with 50, so she's only earnt an additional 10... which is less than the required 50, so she cannot trade and must wait until she earns a bit more sad.gif should take a day or so smile.gif


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post Dec 15 2010, 03:41 PM
Post #5


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




Battle system beta

There is a test battle online to show off the new battle system I have made.

Head to the World Map, then the Port, and choose "test battle".

Some things to note:

- At the moment weapon choice does not affect anything
- Damage dealt is currently (rand(0, melee) / 3)
- You can die and can win, damage is sortof configured so that it's 50/50 for the test battle
- You can't gain any gold from it other than in the usual ways
- Animations and such aren't there yet

There is a long, long way to go, but it's a start!

What the battle system can do:

- turn on switches by winning battles
- require switches to start a battle
- give item, gold and exp rewards (or a combination of the three)
- send you to an area on winning
- send you to the graveyard on death
- uses stats to work out damage (currently only melee)
- uses enemy stats drawn from a database
- displays accurate HP bars for both you and the enemy, and an MP bar for you

What is missing:

- skills! for both sides
- animations
- feedback would be nice, perhaps in the form of text lines, or numbers popping up on the screen, or just animations
- graphics about the place
- weapon and armour related damage multipliers
- currently all both sides can do is attack! boring



http://vengeance-rpg.com/v/page.php?p=area-port



From elsewhere:

QUOTE
are critical hits possible, or is it just more random than I thought? I was losing for a second, until I took down half the monster's HP (hustle points) in one chop.


Damage is (0 to melee)/3

By default you have 10 melee, depending on your class. So if you have 10 melee, you will do

(0 to 10)/3 damage


The enemy does a pure 0...3 at the moment and you both have 10 HP.

I haven't worked in items and other stats and such yet.

QUOTE
some kind of play-by-play would be interesting. just, telling the player who did what, and for how much damage.


Yeah, definately. I'm going to try and incorporate basic gif animations as a layer above the battle sprite, and possibly number popups. A feed might work too if I can find room for it.


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post Dec 22 2010, 01:51 AM
Post #6


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




Let me see, when was the last update...

16th December (Thursday)

Adverts

Added advertisements to the game. Their placement is temporary while I see how well they work (or not).

Battles

Battle damage now takes your stats, your enemy's stats, and your equipped weapon into account.

Working out how much damage you will do...

a = (0...damagestat)
b = (0...weapondmg) / 2
c = (0...enemyagility) / 2

damage = a + b - c


damagestat = either melee, sight, or perception (depends on your weapon equipped). If you have no weapon equipped, this defaults to '1'.

weapondmg = the damage stat of your weapon. Steel sword, bow = 5; silver sword = 10. These are temporary stats.

enemyagility = the enemy's evasive skill.


Let's take an example:

Equipped weapon: steel sword (5)
Melee: 10
Enemy agility: 5


a = (0...10)
b = (0...5) / 2
c = (0...5) / 2

Max damage: 10 + 2(.5) - 0 = 12
Min damage: 0 + 0 - 2(.5) = 0

Random Encounters

Leave the port heading East and you will be able to test out the random encounter system. This involves four new enemies, which do give gold as a reward.

Last location

Created a "last location" system which remembers the last "area" you visited and can take you back there. This is being implemented in the battle system for obvious reasons.



17th December (Friday)

  • Santa hats!
  • Gift system (for delivery of santa hats)
  • Random encounter button added to a few maps
  • A few graphical improvements added about the place
  • New route: Tiben to Straupuft (fair few scenes, under construction still tho)
  • Redesigned home page
  • Set up a twitter account for quick news feeds; integrated with homepage



18th December (Saturday)

  • New graphics plus coastal areas
  • New route from Tiben/Straupuft to the Sea Fortress
  • Opened the Sea Fortress, nothing to do there yet however
  • vengeancerpg New merchant selling baskets of apples
  • created mechanics for enemies blocking areas (a troll on a bridge, for example)
  • New "causeway" background graphic to neaten up the coastal areas
  • Rearranged the "discussion forums" section to look nicer




19th December (Sunday)

Friends lists
View someone's profile and you can choose to add (or remove) them as a friend. Friends show on your profile (character sheet) at the bottom in a nice little list. Benefits of having friends will become clearer later on.

Leaderboard
Created a basic leaderboard based on gold on hand. Better leaderboards will come soon, including the ability to create your own leaderboard for a group of friends, or perhaps a gaming clan.

User find
You can now enter a user number to find their profile. In future I will update this to allow username searches.

Additions
Created space for some new NPCs and added some new graphics about the place in preparation for future updates.

Backend
Minor to you but a lot of rearend coding changes which will smoothline the production process for me.



20th December (Monday)

  • It is snowing.
  • You can now travel to a new world map - but there isn't anything to do there yet.
  • Preparations done for a possible Christmas event
  • Major battle system algorithm changes to put more emphasis on items equipped and stats rather than random as hell
  • You have to wait five minutes to battle on the same map... so explore the world! There are battle areas all over the place if you know where to look
  • Stat changes on most equippable items
  • Armour now affects how much damage you receive. The damage is an average of all your items' stats
  • Slight graphical and positioning changes about the place
  • Fixed battle system "last location" error
  • Fixed all errors noted in "Technical Support"
  • Fixed several errors which may have caused problems in the items inventory
  • Slight streamlining of some database tables for easier updating
  • Optimised a few SQL queries which should speed them up hopefully






21st December (Tuesday)

  • New temporarily barren route from Tiben to West Gate
  • Some new graphics
  • A few quick tweaks to battle functions



The world map is now switch controlled and you can only travel to areas that you have already visited. By default you can visit the base camp.

There are also now multiple world maps - though one doesn't have much there at the moment. You can travel between ports to switch world maps.



In the map above you can see I can only travel to Tiben, Base Camp, and the Myre.


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post Feb 6 2011, 03:09 PM
Post #7


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




The game actually has quite a fair amount of content now, including battle system and a global store and such, so I am going to ask for this to be moved to completed games.

I have completely remade the first post to be more up to date.

The most recent update though:

Finished some more scenes. This is the current world map:

Map




Our second dungeon, the Snow Caves, are now live. Set sail from Tiben Port to the Northern lands to find the new dungeon which features eight enemies of larger difficulty than the Fire Caverns, a new reward which will (when finished) allow you to create some new items, and eleven scenes with their own graphics.

This is a repeatable dungeon but you have to complete it before starting again. It also isn't linear - there are branches and such. It is still a small dungeon, but is much larger than the aforementioned fire caves.

Graphics have NOT been made for the enemies yet.


__________________________
Go to the top of the page
 
+Quote Post
   
Legacy
post Feb 7 2011, 02:17 AM
Post #8


B★RS Coding Ninja
Group Icon

Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15




There you go Wyatt. Moved as requested.happy.gif


__________________________
Freelance Programmer (C#, C++, Ruby)
#onegameamonth


Have you seen the new Unity3D sections?..
Unity 3D Discussion
Unity Script Development
Unity Projects
Go to the top of the page
 
+Quote Post
   
Dark Gaia
post Mar 12 2011, 05:49 PM
Post #9


Chaotic Good
Group Icon

Group: +Gold Member
Posts: 2,538
Type: Writer
RM Skill: Masterful




I'm intrigued. At first I thought this would be just another browser game in the style of Adventure Quest or the like, but it seems as if this has some depth to it. I'm going to try it out! Good work on getting a playable version up, as I imagine setting up an online game must be a lot of work.


__________________________
Things I've made/written/developed:


Find out more and get the latest news at my website or Facebook
Go to the top of the page
 
+Quote Post
   
Amy Pond
post Apr 12 2011, 04:19 AM
Post #10


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




Been a while, I haven't kept RRR updated, so.

Pasted from elsewhere:

I have decided to split the "very large expansion" up and release it in chunks, as that way you get more content right now. The first part I have titled Beasts of Afar, as it is an update to the enemies database.

It was planned for tonight but has been pushed back to tomorrow (Friday) due to the amount of work involved. It is "mostly done".

Update: I lied, the update is now live and finished.



What does the expansion involve?

At the moment there are five enemies to fight while traveling the world of Vengeance (which has been for a while called Afar, if you weren't aware!). There are a few others scattered around dungeons, but these are not available in random encounters.

The Beasts of Afar expansion adds 30 new enemies (that's right, brings us to seven times the current amount) to random encounter tables.

But that's not all! The expansion also involves the creation of random encounter groups. These are area-based groups of enemies, meaning you encounter a different set of enemies in each mini region. Farms will have different enemies to the desert, which will have different enemies to the fire caverns.

This update brings us to 49 total enemies, which includes 14 special instances from dungeons and quests (therefore 35 available in random encounters).

Three of the enemies added are only available to paid members (at current that service is unavailable, and only two people have these accounts as well as myself, for they have done work for the game or have generously donated to keep us online; however the service is coming in the near future) in the Damascan Sands region. This is a peninsula of 20 maps including a new city, that will be available during or shortly after the Beasts of Afar expansion.

Look out for the expansion tomorrow if all goes well. Until then have fun fighting the... five enemies in the game!


__________________


Straupuft Marsh Mellow Man

A quest has finally been finished and is now fully playable. It even boasts a boss battle!

I'm in two minds whether to explain how to do the quest because I want it to be left up to you explorers. To start it though, talk to a mellow man, that's all I'm saying. Oh, alright, he's in Straupuft Marsh.

There is another unfinished quest (starts at West Gate) which is next on the agenda to be finished.

The quest has a small reward.


WIN A KNIGHTHOOD

http://vengeance-rpg.com/v/page.php?p=contest-knighthood



___________________


There's been a lot more since my last post here but these are the latest updates.


__________________________
Go to the top of the page
 
+Quote Post
   
Lato
post Apr 12 2011, 12:36 PM
Post #11


Infantry for life!
Group Icon

Group: Staff
Posts: 1,709
Type: Artist
RM Skill: Skilled
Rev Points: 155




Ok ive been looking at this really hard now, a part of me really hates it and a part reallly likes it, but aside from all that it is very clear that you have put ALOT of work into this and more importantly are still putting alot of work into it and thats whats important and most impressive, I think if you countine to improve it at this rate this game is going to be great, it seems like you actually care about the depth of the game which is so rare nowdays, ill be keeping my eye on this game and its updates happy.gif goodwork.


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post Apr 13 2011, 05:49 AM
Post #12


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




Yeah there's definately a lot wrong with it, but I think with some work that can be turned around. It feels "unfinished" (but then I guess it largely is).


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post May 5 2011, 10:46 AM
Post #13


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




Server Migration

Please note that Afar will be inaccessible for between 1 and 24 hours from now, due to necessary moving of servers. I can't give you an estimate because it's due to the DNS configuration, which will take up to 24 hours depending on how many changes are in the queue. That's out of my hands unfortunately.

Sorry for any inconvenience caused.

After the migration vengeance-rpg.com will not work. The new permanent address is afar.ws. Please update your bookmarks if you haven't already!


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post May 9 2011, 08:06 AM
Post #14


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




Quoted from the forums:

Hello there!

Exciting things are happening with Afar. Unfortunately they're exciting for all the wrong reasons. Mainly, things are just breaking all over the place.

A few weeks ago you may know, we were wiped out as a result of a hack elsewhere on the web server. We are back fine, with no content lost at all! However, the hack had some unfortunate repurcussions:

1. We need to get off this web host. They own our domain unfortunately, so we are switching to http://www.afar.ws as our domain; this means we had to change everything and it hasn't gone as smoothly as we'd hoped.

2. A domain used to host our images was removed by the domain provider because the index was empty. They didn't realise there were thousands of images still on the host in a subdirectory.

What does this mean?

Basically over the past few weeks we have been fighting hard to fix all links across the game to the new afar.ws and afar.ws/img domains.

What this means to you

Things will be broken. They will. This is unfortunate, and needs to be fixed, but they will be broken.

Please, and I can't stress this enough, don't feel bad reporting any errors! We will work to fix them as soon as possible. But if we don't know about them, then you will have to wait until we find them!

We are being vigilant in fixing these errors but there are a lot of them. Currently page.php is fixed (the file that runs the majority of game processes such as exploration and other functions), all function files are fixed (so you won't lose any data or anything), but posting, and general template files, may be broken. This means there is potential for:

1. broken images
2. broken links

Broken images: if you find one, and want to report it, please right click -> view image and find the URL or name of the image file and report it to us. This is an easy, easy fix, but if we don't know the image is missing there is nothing we can do until we find it in our searching.

Broken links: you may find yourself plonked on the index randomly instead of where you should be! This is because the link is going to vengeance-rpg.com and not afar.ws. This is also an easy fix, but again if we don't know about it there is nothing we can do until we find it.

I am very, very sorry about all of this, and I will try and make it up to all of you who keep the game alive and thriving.

I am deeply sorry if any of you have tried to play in the past few weeks and not been able to.

This is in all an incredibly dire situation to be in - but the only way from here is up.

Welcome to Afar - the free browser game.



We now have an IRC channel for out-of-game support.

Please visit #afar on synirc.com if you need help of any kind, and don't threat to message AmyPond.

http://mibbit.com/?server=irc.synirc.net&a...ServerTab=false




To make up for all this crap I will be working on a new update to the enemies table adding around 30 new unseen enemies to the game. They will range from rabbits to DRAGONS. Everyone loves dragons.

I don't know when that will be finished but I'll work on it.

Then it's time to get spells sorted!


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post May 12 2011, 06:53 AM
Post #15


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




400 Players! - The Barbarian Set

In celebration of reaching the 400 players milestone, we have released the Barbarian Set. Like previous rare items, this is a one off release, and will be available between now and the time we reach 450 players.

The barbarian set is made up of five items, which will appear in your inventory when you do certain things (not telling!). One of each item is available to all players to obtain.



Their stats are equivalent to old armour and the silver sword.

Rare Items

Rare Items
Here's some interesting stats:

[pre]Merthyr Tydfil 0
Merthyr Legs 0
Iron 0
Merice 0
Gold 0
Coal 0
Worked Lead 0
Worked Iron 0
Worked Gold 0
Salmon 1
Red Wine 1
Burnt Trout 1
Merthyr Rapier 1
Treasure Map 1
Lead 1
Merthyr Body 1
Burnt Junk 2
Merthyr Sword 2
Trout 3
Dark Robe 3
Home Made Neckl 3
History Book 3
Book of Ivesus 3
Worked Merice 3
Silver Sword 4
Swordfish 5
Cup of Tea 5
Fire Sword 6
Red Cape 6
Broomstick 6
Blue Cape 7
Black Cape 8
Broken Pot 8
Bowl 8
Cauldron 9
Herb 10
Green Cape 10
Work Hammer 10
Quartz 11
Old Battleaxe 12
White Cape 13
Teddy Bear 13
Weeds 14
Yellow Cape 14
Old Small Shiel 14
Red Herring 15
Basket of Apple 16
Tattered Robe 17
Garlic 19
Bread 20
Amethyste Neckl 24
Old Dagger 28
Book 29
Quartz Necklace 29
Ruby 30
Emerald 30
Sapphire 31
Leather Slacks 32
Gold Chain 32
Sapphire Neckla 33
Emerald Necklac 33
Ice Orb 33
Old Armour (hel 47
Frayed Rope 48
Lantern 49
Archery Jacket 50
Straw 50
Santa Hat 52
Fishing Rod 54
Water 56
Bag of Junk 57
Old Armour (leg 57
Empty Basket 57
Pot 60
Old Boots 61
Blue Flower 62
Old Armour 66
Fire Orb 68
Rope 71
Soup 83
Toy Horse 85
Old Rapier 98
Wood 102
Basic Bow 110
Ruby Necklace 110
Steel Sword 120[/pre]


This takes into account equipped items but not items stocked by the second hand store (tat exchange) as the store fluctuates.


Plan: Tutorial

I am planning a tutorial quest. The quest will feature a seperate game, pretty much, completely isolated from the rest of the game. It will have limited features with the intention of showing how the game works and how to play, what you can do, etc. At the end of the tutorial the player chooses a class and gets some basic spells and can then access the full game.

The tutorial will not be compulsory and there will be a "magic button" to claim the benefits if you don't want to do it.

On registration the player will enter the tutorial automatically with the option of leaving to the real game at any time.

Current thoughts on the tutorial world:

- several maps exploring a new area
- battles, culminating in an exciting boss battle with a legendary creature, most probably a dragon
- basic spells and items which are generally easily obtainable in the game currently
- interesting NPCs to talk to

During the tutorial the player will choose a face and a name, which otherwise can be done via the settings page.

The tutorial is in progress and I don't know how long it will take - just letting you know what's being worked on!

Forum Improvements

1. The forum now takes up the full game width.
2. Posting should now work in all boards properly provided you have allowed forum posting in settings.
3. Links! Added lots of links about the forums so they are easier to navigate now.
4. Added some background functions for a cool forum update coming soon... :]

If you can't access the forums for some reason, you can contact the developers via the IRC channel at #afar on synirc.com. You can access this via a convenient online client at:

http://mibbit.com/?server=irc.synirc.net&a...ServerTab=false

No downloads are required.


Any further suggestions please feel free to post them here or in the suggestions board.

Thank you.


__________________________
Go to the top of the page
 
+Quote Post
   
Pinoxpie
post May 14 2011, 02:04 AM
Post #16


Level 1
Group Icon

Group: Member
Posts: 5
Type: Developer
RM Skill: Intermediate




Interesting..
Go to the top of the page
 
+Quote Post
   
Rob_Riv
post May 14 2011, 03:00 AM
Post #17


Alignment: Neutral Good
Group Icon

Group: Revolutionary
Posts: 2,460
Type: Developer
RM Skill: Skilled




Pinoxpie, don't spam.


__________________________

“Countless stories could be told of the kings, knights and adventurers of the world of LURRA, stories of HOPE, of HONOUR, and of VALIANCE."

---------------------------------------------- Unknown, The History of Lurra, Prologue
Go to the top of the page
 
+Quote Post
   
Amy Pond
post May 15 2011, 06:20 AM
Post #18


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




aCode has just gone through a huge overhaul. What is aCode?

It works like bbcode, like a simplified and specific version of html that is unique to Afar. It is used for building scenes, and you'll see it in use any time you view a section of the game that uses page.php, which is essentially the aCode browser.

aCode started off very simple - as bbcode from phpBB in fact. One could make images, bold text, center text, and add hyperlinks, and that was about it.

In Build 2 it was updated to include our own key functions for navigation, random battles, and more.

In the new aCode build there are a variety of features which are going to make maps and scenes using page.php a lot more dynamic and interesting.

New dynamic code!

[sw 1] - echoes the value of a switch. Switches can be 1 (on) or 0 (off).
[var xyz] - echoes the value of game variables xyz. Variables can hold any kind of data from the player's name, to their equipment.
[func functionname] - runs an aCode function before loading the page. This is the most important part, as aCode functions use full PHP - we can do pretty much anything.
[set xyz]value[/set] - sets the value of variable xyz to "value" before loading the page.
[setsw 1]1/0[/set] - sets the value of a switch to on or off before loading the page, ignoring it if already true.
[flipsw 1] - flips the value of a switch before loading the page. (1 becomes 0, 0 becomes 1)

There is more but these are the most important.



So how does it work?

Consider this scene - the woods next to the base camp:
http://afar.ws/v/page.php?p=area-woods-4

Notice it uses page.php so aCode is in use...


---------------------------------------------------------------
//// set some initial variables and switches
[setsw 18]1[/setsw] //// show we've visited this page (example)

//// the page
[rbattle]1[/rbattle] //// creates a random battle from group 1

Woods
//// centres the content and creates an image and title

[desc]You hear running water up ahead. Behind you the woods go on for miles. It is said that this land was the first settled upon when humans reached the Tiben region. A small settlement nearby offers free food to the poor who often use this route having arrived at Tiben Port.[/desc] //// creates a properly formatted description

[north]area-port[/north]
[west=no]
[token]
[east]area-basecamp[/east]
[south]area-woods-5[/south]

//// above is the navigation widget - with no west pointer, and the familiar token in the middle.

-----------------------------------------------------

And that is how a map is made.


__________________________
Go to the top of the page
 
+Quote Post
   
Redd
post May 15 2011, 05:22 PM
Post #19


:<
Group Icon

Group: Revolutionary
Posts: 2,314
Type: Developer
RM Skill: Advanced




I am definitely going to try this out biggrin.gif I've been waiting for something like this for a long time biggrin.gif

EDIT: Ermm... not exactly what I thought it was going to be...

This post has been edited by Redd: May 15 2011, 05:30 PM


__________________________
Go to the top of the page
 
+Quote Post
   
Amy Pond
post May 16 2011, 07:47 AM
Post #20


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




In a good way or a bad way?

Any feedback gratiously accepted tongue.gif


__________________________
Go to the top of the page
 
+Quote Post
   

2 Pages V   1 2 >
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 25th May 2013 - 04:12 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker