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Aesthetic

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Aesthetic last won the day on November 25

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  1. Not currently, however it has been done before on similar engines in the community so I'm sure it wont be too long after source before there is a tutorial up somewhere. For now hang in there and focus on other aspects of your project.
  2. Highly recommend Jack's work. He's extremely personable, flexible, and talented. He's done more in one day so far than most artist who cost 10x as much could do in a week and at a high quality. 10/10 best boi
  3. Aesthetic

    Leafling

    You're right idk how i missed that ty ty marshy dearest ur the best <3
  4. Aesthetic

    Leafling

    Another update I'd like to share with you guys! These are 2 sneak peaks of dungeons that will be playable in the open beta as well as a new boss and some cool spell animation sneakpeaks! Mana Strike The Wisp Mother
  5. Aesthetic

    Leafling

    Just a quick update. We've added @JackSoda as our new lead designer! He just did some sick art for us that i'd like to share. This is one of the first bosses players will encounter in game, the Harvest Cleric
  6. Aesthetic

    Leafling

    Hey, thanks so much! I'm sure you can create something amazing too c:
  7. If I remember correctly this is actually being worked on right now by jc so hang tight! Don't need source, follow this guide c:
  8. Aesthetic

    Leafling

    Thank you, I'll be updating this post in the near future pretty massively as well as sharing the website and discord for the public open beta. c:
  9. Leafling is my new ORPG being developed in the Intersect Engine. This game is the result of years of learning and working directly with the engine in a previous project. My hopes are to make a truly close to home and nostalgic old-school RPG and a loyal community to build around it. I want to take this moment to thank every single one of you here on AGD as I've learned so much in my time here, you're all crazy bastards and I love you. With Leafling I'm taking a different approach to gameplay than most games of a similar genre. To tackle this in an organized matter I will be breaking this section into parts. RANKING I, as well as many of you, am a big fan of competitive games. Sometimes I wish casual MMO style gameplay could be supplemented with a competitive side, and that itch is rarely scratched. As a result of this I have used the event system to create an entirely automated ranking system as well as ELO scoring based on past season performance. Every 3 months the current ranked season will end and a new one will begin, bringing with it a full rank reset as well as a payout based on your performance last season. Rank Points can be acquired by completing difficult tasks throughout the game such as clearing dungeons at or above your level, or slaying a player in open world PvP. Ranking through this method will reflect your Explorer Rank. The other method of Ranking is Arena Rank, in which players can queue for matchmade 1v1 battles in a public arena against players of around their skill level, and receiving Rank Points when you win based on the gap in skill between you and your opponent. I think this will pan out as a super fun system that encourages regular play and creates opportunities for some really cool updates. DUNGEONS Every RPG has to have dungeons. To be honest I don't see a reason to stray from the formula here and I hope you all find the dungeons in game to be fun and engaging. Dungeons in Leafling often combine aspects of puzzle solving and combat to varying degrees of difficulty. There are also 2 types of dungeons: Field Dungeons Raid Dungeons Field Dungeons are public dungeons that can be cleared by any number of players and will reward any players within upon completion. Raid Dungeons are 4 player party dungeons which require special keys which are very difficult to obtain, however the monsters inside are immensely more powerful than anything else on Artemia, which of course means better loot. Only 1 party may participate in a specific Raid Dungeon at a time and upon a 20 minute timer you will fail the raid dungeon, causing your entire party to die. STORYLINE Leafling boasts a self proclaimed impressive story line that will continue in chapters through future updates, expanding the world and introducing more characters and content. While there are sidequests, the main story takes precedent and you will spend most of your leveling time progressing through the story. As of right now 8 chapters are written and finalized and upon Open Beta 3 chapters will be playable. Each chapter contains between 3-6 questlines which all vary in length. World Map Journeyman's Respite - The first human settlement on Artemia Intro Engine: Jcsnider Kibbelz Panda Graphics: Mack Aesthetic UI: Jcsnider Aesthetic Music: Aaron Kroghs The Deadmen Sunny Mondays The Cruise Worst Funeral Ever Design: Aesthetic Hunter Mills Writing: Aesthetic Eric Rogers
  10. While I agree, I can't truly see anyone willing to put the time in, get access to the editors and join the discord just to troll, at least on here. I feel like the only barrier to entry should be no new AGD accounts and no one with an obviously spotted history of being a dick. After all, this is a game development forum and most of the people are here because they love games and making games, I think this could actually go pretty smoothly if everyone sticks to it, even if just casually. Edit: As well as the above I feel like the only other barrier would be mapping, which could be simplified by just having the team vote on the best mappers of the group that are willing and designating them to maps.
  11. This actually sounds super fun and cool, I'm down. Username: Azi Intersect Projects: Arcwyre, Leafling, AGD Demo Game Roles: Game Designer, Developer, Mapper, GUI Engineer, GUI Designer, I can basically do it all to a certain degree so i could just fill any missing spots tbh.
  12. NPC's can not have their name hidden unless you don't give them a name. Event's should be used for any NPC's that aren't going to be used in combat and to hide their name you can click the "Hide Name" checkbox towards the bottom left of the event panel. Not at the moment no, however when source is out im sure it wouldnt be too hard to set up some kind of map attribute or something simple to produce the sounds on step.
  13. Just a simple suggestion for the last bit of cleaning up on the engine, though I assume it will probably just be done when open source is released. Having pvp conditions assigned to maps instead of separate conditions is very restrictive. Having PvP enabled/disabled via player conditions and/or variables would be a much more versatile and modern way of handling PvP in general, as this way you could easily use the event system to create PvP protection for people who'd prefer to opt out, you could create a /challenge duel system, and much more. I'm also aware however that this change would probably be much harder than it seems code side due to how data is handled and such and checks for map data ect. Am I overthinking this or do you guys (JC, Panda, Kibz) think this would be a good addition to the base engine?
  14. its a bug of the updater itself, not just the Demo Game. Any project that uses it will encounter this. I'd move it to a general board or the original post itself tbh
  15. I wouldn't mind helping with this endeavor either! Let's get some steam going. DM me on discord i have a few really helpful tools that may help speed up the process.
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