Hi guys, this is my Isometric RPG i’ve been working on for 4-5 months with a break in the middle.
It is heavily influenced by old school RPG’s and MMO’s (Diablo 1, The legend of mir 2, divine divinity).
In an ideal world this would be dozens of players or more, levelling, farming enemies, bosses, loot, and the key part, PVP.
Old school games had somewhat unforgiving PVP with items dropping from body etc, I would love to go in that direction but for now I am focusing on making co-op dungeon content and cross the multiplayer bridge later on.
Awesome project!!! I highly wish that more modern games had very good PVP, I find projects like this to be really awesome–Can’t wait to see more updates, etc.
Appreciate the feedback and loving the enthusiasm.
Here’s part 2 of current melee attack testing, open to feedback positive or negative. While I do have a very specific vision on how the game will be, I love hearing new ideas.
new update : Questing, Vendor and character sheet upgrade and brief look at a couple of the Wizard / Mage spells.
Many Goblins were harmed in the making of this video.
Im currently having a hard time deciding between more fantasy like armours and weapons like diablo/ poe /skyrim etc.
or something more realistic like kingdom come deliverence.
Im leaning towards more realistic ones at the lower levels that slowly transition into fantasy like armour later on but haven’t come to a decision
I have begun the process of testing multiple players, removed terrain and floor textures for testing purposes .
so far no noticable issues with multiple players.
The terrain textures were all done with materialize and the Godot plugin Terrain3d (currently only 4 different textures in the test area).
The stalls are all the same mesh with different textures. some of the stall items on the shelves are just png’s.
a few of the large buildings are pretty poor quality model + textures from asset packs, just place holders to fill in the village for testing. The guard towers I drew in paint then used an image to 3d model tool since I couldn’t find the kind of guard towers I wanted.
I’ve been busy with work for the last 2 months and moving house, progress has mostly been on bug fixing and multiplayer testing. currently about 80% of the abilities are ported and mechanically working with around 20 players, the (lofty) goal is 100 players per server to give the game the mini mmo feel without all the baggage that comes with a true MMO.
Did you ever play Mythos from flagship studios? Was a side project while they were making Hellgate London. I enjoyed Mythos much more than Hellgate and it was a kinda mmo isometric hack n slash. This of course made me think of it immediately and looks great, keep it up can’t wait to try it.
I haven’t seen that game before but I agree it is similar in vibe.
I won’t be going for a full MMO like mythos , unless it is technically not too challenging but I figured they are rarely made today for a reason.
After watching a couple of videos on PVP in Mythos it was surprising how similar it is to my vision lol, was also impressed with some of the mechanics behind the skills.
After flagship studios shut down a korean company got the rights to it and released it but it was quite a bit different. The original version was so fun though.
i fixed a long standing bug with movement there was a 0.03s pause between animation loops literally been there for 2 months and I just ignored it because i didn’t know what it was luckily I accidentally fixed it when i was messing with movement, so walking and running look so much more “smooth” or less obvious transitions. small win technically but it had been bugging me for a long time other than that I was working so could only do so much, got the place holder chat box to a better place technically, players can add up to 10 filtered tabs.