Marosia

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LittleSoul
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Re: Marosia

Postby LittleSoul » Fri Feb 24, 2017 10:37 am

It's been a whirlwind week. Happy Friday! Here's the tally: 30 bugs have been squished and 14 features have been added since last Friday. What's been added? Here are the big things:

-A layout change was made so that you see what your character is wearing and what buildings are around right away.

-You can now enter and exit buildings and their inner rooms.

-The ground layout was made and is fully functional with multi-dragging, inspection for seeing descriptions, and taking things off the ground.

-When dragging multiple items you can click on the event in the list to see what was moved if it's important, saving space while staying convenient.

Here are the small things:

-Messages refresh.
-You can store items in containers, and take them out.
-You can hit enter to submit a post.
-Messages for character actions were added.
-A character count was added on the submit button.
-Inventory refreshes after moving things out of a container.
-Characters can now take clothing off.
-Spawned characters now get their own little roleplay message as an introduction.

That's it for this week. Enjoy your weekend (and the screenshots), everyone.

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LittleSoul
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Re: Marosia

Postby LittleSoul » Sat Mar 04, 2017 2:49 am

Tally for this week: 20 bugs were fixed and 9 features have been added.

Now, you can see information about items which were moved, where someone is going or coming from, and colors for status on hunger and health change depending on how low they are.

When your levels are fine, it's a regular blue that doesn't stand out. When they're medium they're orange, and when they're too low they're red.
When you click on someone's name to change it you can now see their description and who you're looking at.

When in the character creation menu, you can click on the picture to select the race, or you can click on the dropdown - both will give you information about that race on selection.

A loading icon was added to show you that your post is processing when you sent an event.

The race and age of the person you're looking at has been added to the people menu, when you're looking at someone.

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vamking12
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Re: Marosia

Postby vamking12 » Sat Mar 04, 2017 7:42 pm

As always good work on the game!
Arval
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Re: Marosia

Postby Arval » Sat Mar 04, 2017 11:37 pm

Yea. Cool thing to see it's taking shape! Every bit further's a step to the final product.

Got a question - is it mandatory to choose an avatar for our chars?
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JsWill
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Re: Marosia

Postby JsWill » Sat Mar 04, 2017 11:39 pm

Really looking great. Can't wait to see the final product. It's good for more games like Cantr to be showing up. Competition breeds creation and all that.
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LittleSoul
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Re: Marosia

Postby LittleSoul » Mon Mar 06, 2017 8:47 pm

Thank you for the encouragement everyone, and I'm glad you're enjoying the updates.

Arval wrote:Got a question - is it mandatory to choose an avatar for our chars?


No, it isn't mandatory. Currently by default, if you don't upload a picture, your avatar will be the 'default' picture of whatever race you chose on creation. The pictures used for those now are just placeholders. They will change before the game opens.

Additionally, as someone else suggested, I plan on having the ability for players to disable viewing other people's avatars if they don't feel they create an immersive experience.
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LittleSoul
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Re: Marosia

Postby LittleSoul » Fri Mar 10, 2017 12:27 pm

Tally for this week: 26 bugs were fixed and 4 features were added - and they were heftier ones than usual. The area menu has been redesigned, and hunting was implemented. Along with it came character death and corpses, gaining experience, and leveling up skills and attributes. With this, I changed the way skills are viewed so that you can see the progress you are making on a particular skill.

In all actions involving skills, attributes are just as important. Your root attributes can determine a lot of other elements outside of their obvious uses in working with their associated skills. For instance, the better your knowledge attribute is, the more experience you will get every time you gain it. Dexterity is a large factor in deciding your ability to dodge from enemies, and strength will make you resistant to actions against your will from other characters. This is in addition to being an added factor in any skill related activities.

The event messages for hunting will be written differently when the game opens, this is just what I used for testing. Hunting can train your skills depending on the weapon you use, and that's the same for PVP in the future. Ranged weapons help you train dexterity and marksmanship. Close range weapons help you train strength and melee. You can also use fists, which will help you train strength and melee, but they will never match the power of a weapon.

When the game opens, you won't be able to hunt constantly like you see in the screenshots. There will be a wait per each animal that you strike. If you die, all of the things you had on you will go to the ground, you'll be sent a message about the circumstances, and you will leave a corpse. The corpse contains your description, plus evidence of what may have caused the death, and the year it happened based on decay. Burying bodies hasn't been implemented yet, but I will probably get to it this coming week.

That's all for this week, have a great weekend.

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Andu
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Re: Marosia

Postby Andu » Fri Mar 10, 2017 2:23 pm

Great to see updates on this, I'll join the forums( again :P ).
A.D wrote:The world ain't black and white kid, it is more like... ORANGE.

"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
Arval
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Re: Marosia

Postby Arval » Fri Mar 10, 2017 3:04 pm

LittleSoul wrote:No, it isn't mandatory. Currently by default, if you don't upload a picture, your avatar will be the 'default' picture of whatever race you chose on creation. The pictures used for those now are just placeholders. They will change before the game opens.

Additionally, as someone else suggested, I plan on having the ability for players to disable viewing other people's avatars if they don't feel they create an immersive experience.


I truly love how is this implanted, thank you. GIving room to the reception of the experience is truly a plus. :)
MonkeyPants4736
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Re: Marosia

Postby MonkeyPants4736 » Sat Mar 11, 2017 3:45 am

How many "hours" will be in a real life day? 24?
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LittleSoul
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Re: Marosia

Postby LittleSoul » Sat Mar 11, 2017 5:46 am

MonkeyPants4736 wrote:How many "hours" will be in a real life day? 24?


The current plan for game time revolves around 12 real hours equaling one game day.
Arval
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Re: Marosia

Postby Arval » Sat Mar 11, 2017 12:40 pm

The current plan for game time revolves around 12 real hours equaling one game day.


And the days per year?
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LittleSoul
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Re: Marosia

Postby LittleSoul » Sun Mar 12, 2017 7:23 am

Arval wrote:
The current plan for game time revolves around 12 real hours equaling one game day.


And the days per year?


Not yet determined for certain, because it needs to be tested to make sure the timing of aging is balanced with all the other elements of the game in play. Time cannot be too fast, or too slow, so it will need testing.

Currently, the value I will be playing with in testing is 1 game year equaling 10 game days (5 real days).
Arval
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Re: Marosia

Postby Arval » Wed Mar 15, 2017 3:42 pm

Not yet determined for certain, because it needs to be tested to make sure the timing of aging is balanced with all the other elements of the game in play. Time cannot be too fast, or too slow, so it will need testing.

Currently, the value I will be playing with in testing is 1 game year equaling 10 game days (5 real days).


I find it good. Specially given that you are going to allow kids and long-lived races around.
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LittleSoul
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Re: Marosia

Postby LittleSoul » Wed Mar 15, 2017 9:51 pm

Yes, that's primarily what's being used to determine the balance. With 5 real life days making a year, at the end of a full real life year of having a character, 73 years in the game will pass. That means a child character will be 78 a real life year after spawning, and an adult character will be will be 91 after a real life year of spawning. The goal is to give the player at least one full year with their character before their natural lifespan will slowly bring life to an end by old age, but that average lifespan is also heavily dependent on race. A real year is just the minimum for all races.

Being a fantasy game I also plan on there being certain ways for characters to extend their lifespans as individuals, but that's another topic altogether.

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