e5cced No.33710 [View All]
Crafting, construction, tech advancement and capital investment inspired by TerraFirmaCraft.
Combat, talents, leveling and gear inspired by vanilla WoW.
>Build persistent structures
>Found or join a city, and (optionally) share tools, resources and storage
>Declare war on an individual player or a rival city
>Engage in trade
>Unlock new tech through crafting and construction
>Use vehicles to cross rivers or move goods
>A mix of history and mythology
Still a ton of work left to go, including the majority of content. There are no dungeons yet, and tech only spans from the stone age to tin (no copper/bronze/iron yet).
The reason I'm making this thread now is that I've finally implemented rudimentary client-side prediction of movement; before that the game was unplayable at moderate–high latencies.
Download the client: http://hellas.timgurto.com/client.zip
27 postsand13 image repliesomitted. Click reply to view. ____________________________
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7965f2 No.34050
>>34048
I don't have much to contribute and haven't played your game yet, but it looks interesting. Please continue to do your best with it!
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f269d8 No.34051
turbo autism ahead:
https://pastebin.com/nDD3A8Fm
here's my zealot talent calculator i made like we talked about in game. it's in c.
some notes:
>i assume +1% dodge is worse than tons of hp, this is obviously wrong if for example you have an insane amount of dodge like 100%
>i dont care about resistances or dps
>the calculator assumes that when you heal, you'll only heal at most 60% of your health. if you wait any longer you're at risk of dying. this can be made into a static number for the amount of enemies you're fighting, for example, i could change it to "ok i want to fight three level 15 goats, the max hit they can do is 60hp, so i always need more than 60hp", i just havent implemented that out of laziness.
the basic idea is, you get enough practice breathing to survive the amount of enemies/type you want to fight, then you max out your healing as much as possible. this just assumes what you fight cant do more than 40% of your hp at a time, not very complicated.
it doesnt take into account energy per second either, which contributes significantly to the amount you can heal. for example, i have 3 energy per second right now with horn and cloth cape. with the old selfish request at 10 energy, that means i could cast my healing spell, buffed by reverence a bunch, every 3 seconds, which is longer than it takes 1 level 15 to do the damage that it heals, meaning i have infinite health against an enemy 5 levels above me.
/autism
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e5cced No.34054
>>34021
>Do you take pull requests?
It hasn't really come up yet. I suppose bugfixes/robustness would be a no-brainer to accept, but past that I don't know.
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f269d8 No.34059
i've made a list of bugs and exploits i've found over the 20 or so hours i've played. i'll list them here.
bugs:
>when the server's down, the client crashes trying to connect
>head crack on athlete when out of range (as in, the spell fails to cast) triggers the cooldown without graying the icon. in fact it might make it permanently uncastable until a relog, i dont know, i always died trying it which might reset it.
>when respawning, every single time the rubber banding (presumably that's the cause) always flings me off in a random directly and cannot be stopped until it hits either a physical, player made object or a body of water. this has clipped me "out of bounds" (e.g. on top of mountains that are normally unpassable) twice, once from the default spawn on greece, the other in the tutorial in the rocks right north of where you spawn.
>when you lose a talent upon death, you can't retrain it without relogging. only seen this happen to tier two "skill" talents that only accept one point, probably because they're the only talents with a cap that i've seen/reached.
>trying to train a skill that's impossible to train (like from the above bug) consumes the food anyways
>unlocking recipes from "B" buildings doesnt seem to work? didn't try it too much though
>selfish devotion can show a "miss", but it still seems to heal
>when you leave the tutorial, the script to clear your inventory and talents appears to be a bit overzealous and wipes your gift spell from prometheus. you can still cast it if it's on your bars, it's just gray, but you can't re-hotkey it to your bars and it stays gray until relogging.
exploits:
>destroying buildings gives xp. this makes the best way to train in the game presumably to go to war with random afk/logged out players and destroying their buildings, instead of combat, which is really unfriendly to everyone playing the game ("huh? you have all your ore in those pots, random player? sucks 2 b u i need the xp")
>destroying unfinished buildings gives xp too, so if i log into my main character and make a ton of unfinished ovens for example (what i tried), and then log into my alt and destroy them, my alt gets free xp without the main expending any resources
>this one is complicated: you can "hermes trick" with an alt, e.g. you can set up your alt's hermes next to your main's hermes while you need resources in that area, then log in with your main, die from anywhere spawning next to your alt's hermes altar, then destroy your alt's hermes, allowing your alt to die and quickly warp to the default spawn potentially saving maybe an hour of travel at the cost of one talent on your main and alt
>multiboxing is apparently possible (seen someone else do it), though that's probably not something to worry about for a long time. no mmo really has a solution for multiboxing, for example blizzard just unofficially allows it in world of warcraft because it makes them so much money. i think it's cheating personally.
random comments:
>kiting might be too good, i dont know how you catch up to a kiter. i actually was considering this when working on min/max builds and came to the conclusion you should always carry a staff in pvp in case you can't ever melee your opponent. sprint on athlete costs way too much energy to really be viable unless you go a no-skill melee damage+ health+ build, and even then you get to use it like once every 2 minutes
>it's always beneficial to be at war with your alts/friends since it gives you more freedom to interact with their buildings, regardless of whether or not they're online. it also functions as a friends list.
>costless buildings probably shouldnt have collision until they're done, not only is it clearly better than building palisades it also looks dumb and cheap to other players.
>volume control, key rebindings, and log out without quitting to desktop would be nice features
>destroyed buildings smoke for like a solid hour or two+
>especially because of the hermes trick, nearly every player is going to have a class building next to the default spawn, which will make it a giant mess with more than a few players
>the quest to get kron's kill took me 15 tries, it's way too little time especially with the ui being a little laggy
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f269d8 No.34060
>>34059
note this is every bug i found from my entire playtime, so please dont be discouraged op. i really like your game and i'll be keeping track of it on github/this thread and stay updated on your progress. all the bugs are really pretty minor, it's a solid game in its current state, and it has a good amount of content so far, me speedrunning it being besides the point (i'm just a neet).
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f269d8 No.34061
>>34059
hermes thing is retarded, you can just die yourself and destroy your own hermes and die again without an alt, so disregard that.
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e5cced No.34062
>>34059
Thank you very much for the info! Most are genuine issues that will need fixing. I'll address the others below:
>unlocking recipes from "B" buildings doesnt seem to work? didn't try it too much though
As far as I know it does; which building in particular failed to unlock something?
>"huh? you have all your ore in those pots, random player? sucks 2 b u i need the xp"
It's probably worth taking away XP from destroying objects. There's still some motivation to do so (crippling his economy; small chance of loot). One of the main risks I see in the game design is that PvP as it stands will suck for players who aren't in cities, or are in small cities. Ideally larger cities have round-the-clock presence, or at least act as a deterrent ("you can't attack one of us without going to war with us all").
I'm working through a few possible solutions to this, to make low-level players less easy targets.
>"hermes trick"
Have you actually tried this? As far as I'm aware, if your Altar to Hermes is destroyed, your spawn point will still be where the altar was.
>kiting might be too good
Impossible to say at this point, since there has been practically zero PvP to test this. Well spotted.
>it's always beneficial to be at war with your alts/friends
I would think it's always beneficial to be in a city with them, so that you can share containers, tools and crops, and help each other with construction projects. If you're at war with someone you can't use their Trade Mats, and when I eventually add direct trading that won't be possible either with belligerents. I and my alts are all in a city, and I find it to be very useful.
>friends list
I'll add it to the backlog.
>costless buildings probably shouldnt have collision until they're done
This is currently a potential exploit (as you said, in lieu of walls). The problem is that another player might interfere with your construction project by standing there, or building something himself on the same spot. Reducing health of construction sites would be a step in the right direction. Short answer is that this is a problem I have yet to solve.
>destroyed buildings smoke for like a solid hour or two+
12h IIRC, so that a player can log in and see if any of his stuff was destroyed. It is quite obnoxious though, and currently also applies to your own buildings that you demolish yourself.
>the quest to get kron's kill took me 15 tries
Getting the time right was hard, given the Sprint ability. I want it to be possible but challenging. I'll take another look.
>>34060
>note this is every bug i found from my entire playtime, so please dont be discouraged op
Not at all! I'm well aware that it's not perfect, but feedback like yours makes it a lot easier to improve.
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f269d8 No.34063
>>34062
>As far as I know it does; which building in particular failed to unlock something?
i only tried it 6 or so times with campfires and palisades and didn't unlock anything even though they said it was a high chance, so i'm probably wrong. another object that was acting funny was animal fat, it always told me it had a high chance to unlock a recipe and i picked up around 50 and didn't unlock anything on my zealot. these might just be fine though.
>Have you actually tried this?
no i didn't, i thought it was tied to the statue.
>I would think it's always beneficial to be in a city with them
i'm totally retarded and skimmed over the city system in op and only saw it referenced in the picture in >>34018 then promptly spent my first 10 hours playing the game looking for an actual, prebuilt npc thessaly... could you explain how cities work? my comment didnt take cities into account at all, i just assumed there was war or neutral or nothing else, so duh i want to be able to destroy my alt's stuff because otherwise i just cant and it's worthless to me.
>Reducing health of construction sites would be a step in the right direction.
i think that's a good idea, i would've never come up with that.
>12h IIRC, so that a player can log in and see if any of his stuff was destroyed.
that seems just fine, i redact that. in fact maybe it should be longer.
>Getting the time right was hard, given the Sprint ability.
i forgot you could sprint when doing that quest
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e5cced No.34064
>>34063
"High chance" means more than 40% chance, so something is definitely wrong.
>could you explain how cities work?
Sure. They're basically like guilds in WoW—self-organized groups of players. One person founds a city, then can recruit others. The big difference is that buildings can be city-owned: if you're in a city, you can cede your objects to it, meaning they are owned by the city rather than an individual, and all members can use it. You also have the option of making a building city-owned when you place it.
It also has political ramifications: if you're in a city, your individual wars don't take effect. But if your city is at war, then its enemies can attack you and your objects.
"Thessaly" belongs to me and my alts, and is southeast of the starting area, on the coast.
This topic isn't touched in the tutorial, and requires a building unlock in order to found a city, so it isn't very intuitive. Looking at your data (Xerxes), you're quite close to unlocking it.
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f269d8 No.34065
>>34064
thanks for the explanation op, seems sweet. i'll try and figure it out tomorrow and build a city.
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f269d8 No.34067
>>34064
found another bug: the list of people you're at war with seems to bug out a lot. names will disappear from it and re-appear. for example just now, after declaring war on myself from my xerxestwo account, my xerxes account only showed that one war. then i logged out and logged back in and it listed both my war with xerxestwo and my war with offxerxes that i made testing the commands. then i logged out and back in again, and it listed those two, and my war with undercase "xerxes". so relogging seems to affect it for some reason.
since adding myself to a war from an alt account seemed to cause it to do that weird staggered loading, i got onto another account testman and added myself to another war from that account, and now only my war with testman showed up no matter how many times i log in. then, mysteriously, i sued for peace with testman, relogged, and now all my wars popped up at once.
so, the list seems to be affected by relogging, sueing for peace, and other players declaring war on you. note that i dont know if this affects the actual wars or just the list, because when i was trying it coincidentally i got stuck in a water tile trying to water my flax and got teleported back to the default spawn so i couldnt see if the buildings were pvp flagged still or not.
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e5cced No.34068
>>34059
I've fixed most of the smaller bugs. New server version up.
Also added a script that will hopefully restart the server if it crashes, within ~15s, so that I don't have to worry about it being down for hours while I sleep or go to work.
>>34067
Okay, obviously a lot more testing is necessary. I added PvP a while ago but it's never really had a chance to stretch its legs.
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f269d8 No.34071
another bug i found last night was that blessing of apollo running out dealt damage to me. also while the server was crashing a lot the buff timer seemed to not tick down and stuck at 29 minutes.
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f269d8 No.34073
>>34071
buff timer for blessing of apollo, to be more specific
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f269d8 No.34087
if you cast an athlete's head crack on an enemy, the icon gets stuck even after the spell wears off. it seems to stay even if you switch targets and after the target dies, until you deselect targets completely (for example with esc), then select again, then it refreshes to the proper status of the buff for the targetted enemy.
blessing of apollo seems to buff to a percentage of energy now, so if you cast it with a full bar you gain ~100 energy, and if you cast it with a bar that's almost empty you lose extra energy. it should just give you a flat 100 empty energy instead.
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f269d8 No.34088
>>34087
>blessing of apollo bug
correction: you seem to always gain the 100 energy when you cast blessing of apollo regardless of energy remaining (not a percentage), and you always lose 100 energy when you unbuff yourself by right clicking the blessing. so it's just giving and removing real energy along with energy cap, instead of just the empty, "potential" energy. it's not a percentage like i said, that was false.
>>34071
blessing doing damage when it fades is fixed
>>34059
headcrack when out of range seems to be fixed
retraining skills after death is fixed
impossible training consuming food is fixed
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f269d8 No.34089
>>34059
selfish devotion missing is also fixed
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69b753 No.34112
OP here, presumably with a new ID.
I worked to get a new release ready for the August demo day, then the site went down. Very disappointing, but it looks like the board is back and that's what matters. This thread is my primary
Full release notes are here, but most of the stuff listed has been live for a while:
https://www.facebook.com/hellasgame/posts/2252417278215141
The critical new feature added is repairing. Gear and tools take gradual damage as they're used, and require repairs using materials. The goals of this system are:
1. Keep the economy alive in the long term, by requiring resources to be sunk into maintenance.
2. Require cities to maintain their tech level in order to maintain their gear. I really like the idea that you can beat someone back to the stone age (literally), and eventually their bronze gear will break and they won't have the tech to repair it.
>>34039
>>i couldnt find a volume control or mute button so i can listen to autism in the background while i play
No volume control yet, but you can now give the client "-mute" on the command line.
Because this was a while ago—four months—there's an additional new release coming very soon!
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69b753 No.34117
New release, version 0.12.4:
- Dogs were added, and can be tamed into pets.
- Advanced tools are now faster than primitive counterparts. e.g., a Tin Axe is faster at chopping down trees than a Stone Axe.
- All equipped gear will now take 10% damage on death. This is to discourage the use of death as an almost-free teleport.
I expect most players will use dogs to fight mobs, but the intention is that they will soften the blow of PvP, allowing players to go offline while having their stuff defended. One of the biggest risks I've identified is that PvP will be too frustrating when players have a lot to lose, so hopefully this will help.
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8c706d No.34149
>>33886
really cool game. Does the world have borders, or is it a sphere or a torus?
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365338 No.34157
>>34149
It's a square that just ends, with nothing beyond. The western edge is relevant to the tutorial as the place where you find Atlas, but other than that single place I might surround the edges with mountains or something else impassable for the sake of aesthetics.
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ca7bb0 No.34187
>>33711
>4,058 commits
Looks cool. I'll have to give it a go
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365338 No.34194
In the last week I randomly had seven South Americans play. I'm guessing that there's a Venezuelan forum post about it somewhere. I'll have to log in some time to see what they've built.
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f920e1 No.34195
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d6aa75 No.34272
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1d10b8 No.34273
>>34272
>>34195
>>34194
If it's not too resource intensive, might I suggest offering two or three servers? One could be open to global players, one region locked to glorious NA/EU, one region locked to asia/everywhere else
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231e5c No.34276
>>34273
For language reasons, that's certainly an option. While I have a small player base, though, I'd prefer to keep everyone together for the network effect.
If you guys think that's likely to cause problems then I can expedite the feature.
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231e5c No.34277
Finally time for a new content release! The tech tree has been relatively stagnant for about three years, but now it's been massively expanded.
Content:
- Copper weapons, armour and tools
- Woolen armour
- Fishing
- Coinage: Metal bars can be struck into 100 coins, and coins can in turn be re-smelted into bars.
Balance:
- Fires, ovens and kilns now last much longer before requiring more fuel.
- You are now limited in the number of pets you can have. The base limit is 1, but this number can be increased with certain pieces of gear.
- Crafting Small Pots and Tin Bars can now be unlocked by trading for Crude Clay and Tin Ore respectively (not just by gathering them).
- Ovens can now be unlocked by re-lighting an extinguished Fire (not just by building new ones).
- Rafts are now available very early and are relatively inexpensive. A new, faster boat has been added later in the tech tree.
- Rivers and coasts are now a new, shallower type of water. Rafts are limited to this shallow water.
- The tutorial quest "Burning Desire" now rewards 8 sticks, in addition to teaching you to build a Fire.
- Food now restores health only, and not energy.
- Water Vessels can be consumed to restore energy. Just like when watering a farm, when a Water Vessel is consumed you will receive a Small Pot.
- Small Pots and Water Vessels now stack, up to 5.
Usability:
- Vehicles now move better, and are easier to mount and dismount.
- Construction sites now have an "Auto" button that adds every material you have in your inventory that the site requires. This also works for watering farms.
Aesthetics:
- Highlights on mouse-over have been improved.
- Shadow edges are now softer.
- Players are now visible while using Hand Carts.
Pic related: the tech tree. Spoiler alert.
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231e5c No.34281
Self-expression: one of the eight kinds of fun.
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aa81ac No.34284
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231e5c No.34285
>>34284
Aussie. When the engine was far enough along that it was time to start making an actual game, I chose to go with Greek history/mythology so that I wouldn't have to worry too much about worldbuilding or creative writing. I was very interested in Ancient Greece when I was in high school.
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1d10b8 No.34292
>>34285
Have you ever played Haven & Hearth?
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231e5c No.34293
>>34292
I haven't. I looked up some videos and can see some similarities:
- Items can be gathered/used to discover recipes.
- It's an open world, wild and empty and uncivilised without player intervention
- It's a persistent world where your stuff is vulnerable.
- You start in the stone age.
- Inventory is limited and so creating containers is a priority.
Apart from the unlock system, all of these are also similar to Minecraft. The unlock system wasn't part of my original design; I anticipated that crafting and building would be similar to Minecraft, in which everything is available if you have the right ingredients. Once I started seriously implementing the tech tree, it quickly became unwieldy for new players to know what the hell they were supposed to do, and so a simple unlock system was devised to guide players through. That very quickly morphed into a chance-based system that has become critical to the design and pacing.
Pic related: Minecraft is one of my major inspirations. TFC for economy/crafting/tech, WoW for combat and the PvE–loot cycle, and AoE for setting and aesthetics.
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231e5c No.34294
>>34292
One of the design problems I hit is that new players are very vulnerable, especially when offline. I don't want them to be discouraged by having all of their stuff destroyed by a griefer or raider. The introduction of attack-dog pets was for this reason. (see >>34117)
I really like the solution that I gather Haven & Hearth has provided, which is a hidden container. I may end up doing something similar—a secret stash that other players can't see. If each player is limited to one of these, then I can also make it fairly big without imbalancing the economy.
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1d10b8 No.34295
>>34294
H&H has a couple of systems I found interesting; I haven't really played your game at all.
>Main motivation is increasing item quality. Item effect multipliers are based on sqrt(Q / 10). Everything from damage to stat gain from foods revolves around this
>Timescale is like 2.2x faster than real life, and stuff can take literally days to complete (such as tanning leather or growing crops)
>Gain XP by passively studying certain crafting items over time; XP gain is again based on quality and can be spent on skills and stats
>XP can also be spent to build and maintain territory markers. There's a 3-day period (32 hours) where it can be freely destroyed; after that, it's your territory (a 5x5 square) that nobody can enter unless they PvP flag themselves
>Towns and kingdoms exist (all player made) that cover huge regions, and the owners can delegate permissions such as building personal claims, above
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365338 No.34301
New features added:
- Gates
- Pets can be ordered to Stay or Follow
- A "skip tutorial" button
- A new, faster road type
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130d38 No.34302
>>34301
Why don't you post in the /agdg/ threads on /v/?
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076c5b No.34303
>>34302
No good reason; I guess it seems a bit strange when we have our own board. But thanks for the prompt—I'll post an update there.
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130d38 No.34304
>>34303
You'd get people to come here if you linked the board to your post since your project is pretty nice.
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130d38 No.34305
>>34194
Holy shit, you actually have people with many hours of game. How is it now?
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076c5b No.34306
>>34304
Thanks for posting the link!
>>34305
>How is it now?
Not sure what you mean. It's been live for a couple of years now. Server is pretty robust.
Players come in waves, and the eager ones tend to play for 10–20 hours. I'm hoping that with the recent tech-tree expansion this will increase by another ~20 hours. There have been players from all around the world, and some tell their friends, which is awesome. That's the only way a game like this will take off.
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130d38 No.34307
>>34306
>Not sure what you mean
I'm asking about the number of players and how many do you have in total right now, active and also inactive. And also do you interact with the players?
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076c5b No.34308
>>34307
Most of the time there's nobody online. Usually in any given month, someone plays—sometimes one person, sometimes a few.
Since the last content update, my brother and sister-in-law have started playing again (~8 hours each in the last couple of weeks) and I've been playing quite a bit too. Unlocking and making new tech is nice and addictive.
I have player data only since last May (I had to wipe everything when I introduced password protection for accounts). Since then there have been 56 characters created, but if I get rid of alts and my family members (so, unique strangers who have played) it's around 35.
Most players give up some time during the tutorial (about an hour long, but can now be skipped). Those who finish it play for 3+ more hours.
I've logged in and interacted with a couple of players: a Frenchman at 49h played, and an American at 34h (who can be seen earlier in this thread). Each has given me a lot of feedback about bugs and usability issues. The value I got from them prompted me to add a bug-reporting feature.
The ways that players interact with each other are through chat, war, trade, and joining a city. War (PvP) is the riskiest part of the project, partly because it hasn't been exercised much.
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130d38 No.34309
>>34308
Do you think you could create an effect of scarcity by making a somewhat closed beta in order to get more players and really kickstart it?
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076c5b No.34310
>>34309
A closed-beta event would probably help to increase excitement. I guess I don't consider it marketable yet; it's still quite rough around the edges, and not yet feature-complete (three big examples are direct player trading, complex boss fights, and grouping). I also don't yet know how I'll monetise the thing, if at all.
I have no experience at all with marketing or publishing, so this isn't something I've given much thought to. I figured I'd just keep it open until the official release (optimistically, the end of this year), wipe the server, make an event of it and only then try paying for ads or some other sort of marketing.
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130d38 No.34311
>>34310
You can ask people to click on publicity for you like some private MMO servers did back in the day. Also, since it's on github, what are the rules for contributing to your project?
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076c5b No.34322
>>34311
It's on Github primarily because it's free. I'd be happy to merge pull requests that fix bugs, but more hesitant for anything else.
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8fd1a9 No.34355
>>34322
I noticed your github page is down, what happened?
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70c5f0 No.34360
The github repository has vanished.
I would probably be able to encapsulate the network code and make it run on Linux/Mac if winsock is the only obstacle there.
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bff395 No.34386
Sorry for the lack of replies; I've pretty much migrated to 8chan.moe. Not that it's all that active there.
I made the repo private, because I don't want copycats. It's mostly the server that concerns me though; I'd like to figure out a way to split the client into a separate repo that can be public.
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