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BrawlQuest BETA
Posted: Sat Aug 26, 2017 11:10 am
by Pebsie
Re: BrawlQuest - Part brawler, part MMORPG
Posted: Sat Aug 26, 2017 1:34 pm
by MadByte
Good luck with your project.
I made a quick graphic illustrating how I would imagine the overworld to look like. Maybe it's a bit of an inspiration
Re: BrawlQuest - Part brawler, part MMORPG
Posted: Sun Aug 27, 2017 12:13 am
by Pebsie
MadByte wrote: ↑Sat Aug 26, 2017 1:34 pm
Good luck with your project.
I made a quick graphic illustrating how I would imagine the overworld to look like. Maybe it's a bit of an inspiration
- snip -
Cheers man!! The pathway thing is definitely something I need to work on.
Re: BrawlQuest - Part brawler, part MMORPG
Posted: Sun Aug 27, 2017 2:07 am
by Sir_Silver
Two servers and 10-30 logins daily doesn't quite sound like an MMORPG, as someone else around here has mentioned, the first M means massive.
You expect this to be playable by November 1st? Sounds awesome, is the game, as it stands right now, already networked and multiplayer-able?
Re: BrawlQuest - Part brawler, part MMORPG
Posted: Sun Aug 27, 2017 6:13 am
by Davidobot
Is this a μMMO I see? I just wanted to stop by and wish you the best of luck! It certainly is a daunting task, but it looks like you got your sights set straight. Keep us updated with the progress, please!
Re: BrawlQuest - Part brawler, part MMORPG
Posted: Mon Aug 28, 2017 10:53 am
by Pebsie
Sir_Silver wrote: ↑Sun Aug 27, 2017 2:07 am
Two servers and 10-30 logins daily doesn't quite sound like an MMORPG, as someone else around here has mentioned, the first M means massive.
Now now, I'd say there are two ways to interpret that M!
For this, massively, in that the game is designed around requiring other players to complete!
Sir_Silver wrote: ↑Sun Aug 27, 2017 2:07 am
You expect this to be playable by November 1st? Sounds awesome, is the game, as it stands right now, already networked and multiplayer-able?
Yes and also yes!
The screenshot above is from a real fight test I did with a few friends (the current UI was brushed out with the new one inserted in, though!)
Davidobot wrote: ↑Sun Aug 27, 2017 6:13 am
Is this a μMMO I see? I just wanted to stop by and wish you the best of luck! It certainly is a daunting task, but it looks like you got your sights set straight. Keep us updated with the progress, please!
Thanks for the support!! Designing and coding MMOs has been a passion of mine since I started game development - I've created two other games of a similar format (one in LÖVE, see my old threads) and feel very comfortable approaching this beast. I'll post progress as often as I can
Re: [MMORPG] BrawlQuest - Part brawler, part RPG - "When should I use [spellname]?"
Posted: Sun Sep 03, 2017 2:10 pm
by Pebsie
Map editor application finished, lots of work on the map and lore. It's been really tough getting the RNG encounter balance right, but I think I've hit with most tiles being around 5% and places were you'll be looking for a fight (Bandit territory etc) are around 20%. Actual enemy structures like camps are 75% to 90%.
One thing I will say is that the map is small: but then so is the scale of the game, at least at launch. This isn't something designed to have hours and hours sunk into it: it's a companion for boredom.
Screenshot added to OP.
Re: [MMORPG] BrawlQuest - Part brawler, part RPG - "When should I use [spellname]?"
Posted: Wed Oct 11, 2017 10:44 am
by Pebsie
I'm a little wary of double posting, but the rules state that it's okay as long as an appropriate amount of time has past. 1 double post a month is okay, right?
PROGRESS!
I've been working on sorting the overworld and have just started on the combat system. It's fully designed, just needs to be coded which always ends up being harder than first intended. As such I'm removing the 1st November release date and am instead hoping to have a combat demo ready for that date. There'll be just enough to explore the world, level, fight and buy better gear. No crafting, questing or strictly finalised raids and dungeons (but those fights will be scripted and in there). It'll last 48 hours and run every couple of weeks with some nwer features until the full game is ready. I don't want to rush this project out.
The overworld is basically done in terms of gameplay: you can move around, see other players, get into fights and join existing fights. The UI needs some work and I need to add in chat, but that's not essential for the combat demo so it'll be done after that is all ready. Essential features first.
Here's a screenshot.
Re: [MMORPG] BrawlQuest - Part brawler, part RPG - "When should I use [spellname]?"
Posted: Mon Oct 16, 2017 8:38 pm
by Pebsie
Little gameplay video for y'all!
https://youtu.be/PqbaBzFqt7U
Re: [MMORPG] BrawlQuest - ALPHA HALLOWEEN EVENT
Posted: Thu Oct 26, 2017 11:50 am
by Pebsie
Announcing an alpha halloween event!
I promised a release on November 1st and I’m happy to announce the Brawl Quest Halloween Event: Realm of the Skeleton King. In this demo you’ll be able to fight against the Skeleton King’s minions through exploration of The Dark Forest. You’ll be able to create a character, earn gold, buy better gear and spells and face the Skeleton King in his castle.
This demo event will run for 72 hours only and will give you a small taster of what Brawl Quest is all about: brawling and gear progression. There’ll be 3 fights and 1 dungeon. You won’t be able to take your character through to the full game, but everyone who kills the Skeleton King will receive a Skeleton Dog buddy that won’t ever be obtainable again.
In terms of actual gameplay - provided you have 2 other people to play with - you should be able to complete all the content fairly quickly, most likely within an hour or two.
31st October to 2nd November. Sharpen your swords and get ready to fight!