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May 7 07 3:41 AM

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I've been trying to complete this game for over three years. In 2012, I was forced to halt development due to my lack of time and working capital to hire other people to help me. But now, with at least a year of free time ahead of me, I want to get this game completed. After the game is in a complete state, adding new content periodically will be a simple matter.

Description of the original game...
"Castle of the Winds is a cult classic RPG for Windows. At the beginning of the game, you have ability points that you can distribute between three characteristics, and you can choose your hero's gender. The storyline is linear and the gameplay and inventory system are cunningly simple. In contrast to the cities, the dungeons are almost monochrome, and the graphics throughout the game are minimalist. It may not look like much, but something about it makes it surprisingly fun. There are two volumes in this game, with only the first volume playable in the shareware version."

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(From the right: myself, my then co-dev and his friend sometime in Aug. 2012)

My goals...
My main objective with this project is to create an online, multi-player experience using the Build Your Own Net Dream (BYOND) framework, based entirely in the setting of the original single-player game. This is the basic idea that I plan to expand on with additional features and functionality.

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(Character creation, note the custom color. This is currently for the characters underwear.)

First and foremost, I want to make the game exactly like the original but better. What does better mean, you ask? SFX, for starters. That's right. CotW with sound!!! (and music too) Secondly, I plan to expand the game to make it a true MMO. I'll be adding new cities, new monsters, weapons, armor, spells, etc. I was given the source code of the original CotW by Rick Saada himself so my online version of CotW will have many of the same features as the original. Updated graphics for new towns and equipment are also planned, but everything from the original game will stay the same graphically.

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(Shop GUI showing drag and drop interface. Note the four types of currency.)

I also plan to add several new things to bring the game up-to-date. This will include a PvP system, player houses with purchasable furniture and storage, entire classes of new weapons, armor, spells and monsters, plus randomly generated dungeons. There will be literately hundreds of new items with mostly the same traditional feel as the old ones. I also plan to add an extensive quest and NPC system, and expand on the storyline set in the original CotW.
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(drag and drop character equipment management)

This game will be revolutionary. Maybe not from a AAA standpoint, but as far as BYOND games go, this game will include many advanced features that are not found in any other BYOND-based RPG. CotWO will push the boundaries of the BYOND framework and by utilizing the social networking of the BYOND community, new players will be able to find CotWO easily and begin playing immediately without installing any additional software. CotWO will be the first ever persistent MMO released on the BYOND framework. There will be only one server, it will be online at all times (with scheduled down time for maintenance) and all players will be able to interact with each other through persistent accounts, across the entire game. Previously, BYOND games used personally hosted private servers or sometimes dedicated servers with persistent character data. This meant that if the person hosting the server you were playing on decided to stop hosting it, you lost your game progress and had to begin again on a different server. The difference with CotWO is that there will always be only one game world, only one set of data and only one server host.

Do you want to know more?

Please visit the BYOND hub. http://www.byond.com/games/Leptoon/COTWO

The following Google Docs documents can show you the current state of development and the features that are being working on. Please note, these are both a bit outdated since I halted development in 2012.

Powers Graph - Skills or abilities in CotWO are called powers. There will be active powers and passive powers. The active powers can mostly be learned with spell books that can be purchased (combat and healing powers) and the passive powers can only be learned by reaching a certain base attribute level (strength, intelligence, constitution or dexterity). This means players that wish to specialize in magic can level up their intelligence and unlock better passive powers related to magic, while never seeing powers related to strength or vice versa. Some powers have only one level while others have up to five (each level increasing the effectiveness of the power). For every base attribute point you gain for defeating enemies or completing dungeon quests, you will also receive a power skill point. Power skill points can be used to train powers from level 1 to (up to) 5.

https://docs.google.com/drawings/d/19GI3NptOR3_Ul0R6yWI2cH7pQqhxgmrjX9hNHJk5bV0/edit?usp=sharing

To Do List - This is a list of features and functions that are (or were) currently in development.

https://docs.google.com/spreadsheet/ccc?key=0Aq143hp2GlZidFlXS3RDWWpHdGw2MXRPelZKRmxLa1E&;usp=sharing

Please feel free to add me on Facebook or message me here on the forum. I'm always eager to hear new ideas and suggestions.

https://www.facebook.com/leptoon

The game runs on BYOND but if you don't have it, that's totally okay. Just download the .RAR file below and run the executable. It will download and install Byond then immediately connect you to my CotWO server.

Download: Mirror 1 | Mirror 2 (New mirrors coming soon.)

If you already have BYOND installed, please click this link.

Current Status: Version 0.11 ALPHA
Estimated Projected Completion Date: 12/31/2014
Server Status: Offline (As of 01/23/2014)

Last Edited By: leptoon Jan 23 14 8:05 PM. Edited 8 times

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#5 [url]

May 30 07 5:11 PM

I couldn't wait either. So, since a prior post said end of month and we are close, I went out and tried it.

Got a bunch of "runtime error: Division by zero" on the right side. But when I completed selecting a character, they stopped. Looks good but can't enter anywhere. Beginning equipment is on the ground - can get and equip. Nice start. Hope leptoon doesn't mind this early look.

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#7 [url]

Nov 19 07 1:30 AM

Sorry, its been a while since I did anything with the game. Been busy with work and school. You know how it is. But I plan to start work on it again very soon.

If anyone would like to help me, I am in need of helpful people

AIM: leptooners
MSN: [email protected]

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#9 [url]

Mar 14 12 12:53 AM

I would like to announce that I have begun work on this project again. So far I've eliminated all the errors that were occurring and I've been recruiting a dev team. I'm updating the first post with more information so please read it.

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#10 [url]

Mar 15 12 1:29 AM

Updated the thread with the to do list.

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#11 [url]

Mar 15 12 9:54 AM

Hey leptoon,

Glad to see you are picking this back up! I look forward to giving this a shot tonight, haven't looked at anything with byond yet, does it have it's own progging language (That's what it looked like on their site)

http://www.firesickle.com/

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#12 [url]

Mar 15 12 4:08 PM

seancampbell wrote:
Hey leptoon,

Glad to see you are picking this back up! I look forward to giving this a shot tonight, haven't looked at anything with byond yet, does it have it's own programing language (That's what it looked like on their site)

Byond does have its own language. It's called DM which means Dream Maker.

Was that you that was on a few minutes ago? I'm about to go to bed so if you get on in about the next eight hours I'll miss you. But there's not much to do in the game yet anyway.

I just updated the UI to make it look a bit more like the original, plus added a bank and started the multiple currency money system. But I also just hired a new coder that wants to redesign the game from scratch which would be ok too I guess, as long as it keeps the original feel.

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Gil

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Posts: 317

#13 [url]

Mar 15 12 8:40 PM

Hey Sean, got your mail.

We should set a date and get online together. What timezone are you in?

@Leptoon: cool to see this going again. Anxious to try it out.

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#16 [url]

Mar 19 12 4:42 AM

I spent all day yesterday working on the inventory system and I'm pleased to say that it's almost 100% complete. I rebuilt the dual weight system from the ground up because the CotW source was waaay too complicated for me when it came to the weight system. It was just easier to write a new one.

Anyway, now my weight system is exactly like the weight system in the original game. However, packs will come pre-equipped and you can only expand your inventory space by purchasing pack upgrades from the special NPC. Not only will that help to keep the game play balanced, it is also a lot easier to code. No, I'm not taking shortcuts, I'm simply doing what I think is best for an online game versus a single player game.

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#18 [url]

Mar 19 12 5:30 PM

I think I'm going to go with a skill point system instead of just increasing random stats when you level up. Gaining skill points to spend on your stats will allow for more customization and, in the future, I'll be able to use the skill point system as a foundation for leveling up specific abilities.

Also, I want to add a class (job) system but I'm not sure how the original CotW community would feel about that. Yes or no to the class system? Opinions?

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#19 [url]

Mar 19 12 10:30 PM

leptoon wrote:
I spent all day yesterday working on the inventory system and I'm pleased to say that it's almost 100% complete. I rebuilt the dual weight system from the ground up because the CotW source was waaay too complicated for me when it came to the weight system. It was just easier to write a new one.

Anyway, now my weight system is exactly like the weight system in the original game. However, packs will come pre-equipped and you can only expand your inventory space by purchasing pack upgrades from the special NPC. Not only will that help to keep the game play balanced, it is also a lot easier to code. No, I'm not taking shortcuts, I'm simply doing what I think is best for an online game versus a single player game.


I would still prefer to be able to buy in a shop/find in the dungeon floor my own Small/Medium/Large Bag/Pack/Chest/Enchanted Pack of Holding in order to equip/unequip it in my character's Pack slot at will, than to have it locked to upgrades. Well, if it makes things easier for this game developing, fine. But it sounds sadly restrictive somehow. Remembers me of (bad) Lineage II where gear in the shops were way too "predictable", similar and level-money restricted. And if there is something great about CotW, is that, concerning the gear you could customize in your inventory, it had really widely and wildly possibilities. You could have fun ANYTIME in the game armed with a Normal Club and carrying a Small Bag in your back if you'd like to! That's the magic of CotW I think.
And what if someone would just like to carry many Backpacks? (Pack, Belt, Free Hand, Weapon)?

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#20 [url]

Mar 19 12 10:46 PM

leptoon wrote:
I think I'm going to go with a skill point system instead of just increasing random stats when you level up. Gaining skill points to spend on your stats will allow for more customization and, in the future, I'll be able to use the skill point system as a foundation for leveling up specific abilities.

Also, I want to add a class (job) system but I'm not sure how the original CotW community would feel about that. Yes or no to the class system? Opinions?


In my player's opinion,
concerning CotW coolness, I think a good list of choice of skills (and maybe a skill tree) would be way more valuable than having jobs/classes. Jobs/classes are just way too predictable (again the same criticism), restrictive and game-narrowing for a CotW hero.

The good point of making jobs would be for in-game cooperation between players. But I believe you could achieve the same cooperation values in the MMORPG game, if you made a wide and nice range of useful (and some not that useful!) skills, and by creating a LOT of new strange items/gear to buy/find, enchantments, spells, etc. that would be sufficient to provide players' characters such important differences between themselves, so there isn't a bunch of heroes that do EXACTLY the same stuff. Furthermore, skills are more realistic than jobs in what concerns the concept of "retraining" and "untraining" (abilities), etc.

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