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#1
Kossith123

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Very odd sounding title, I know >_< But I'm unsure how to if put it in a more simpler way. I also apologise if this isn't the correct category to post something like this, I felt the modules category was for more "finished" modules.

 

So let's continue.

 

 

A project I have been working on for over 5 years now is a "Runescape remake". My project is called Molior Rs, Molior being latin for To Build, and Rs is short for Runescape, so; To Build Runescape.

 

So what is Runescape?

 

RuneScape is a fantasy massively multiplayer online role-playing game released in January 2001 by Andrew and Paul Gower, and developed and published by Jagex Games Studio.

 

I have created over 250 areas, which are currently the "Free to play" version only. You can see the scale of the size of Runescape's free to play, by the picture below.

 

RuneScapeFreeMap.PNG

 

 

What is Molior Rs going to be like?

 

Keeping the elements of what Runescape is, It is created through Neverwinter Nights 2's toolset, meaning it also has the elements of Neverwinter Nights 2.

After playing both games (NwN1 in this case, as well as NwN2) for more than 8 years, I think they are a great game to combine.

 

 

I have a fan base of 810 subscribers. I consider this to be a nice amount, since the first time my project was announced throughout the Runescape community, I had 12 areas lol

My video of a tour on one area was featured on the #1 community channel for Runescape, which has now over 110k+ views, with 7-8k views on my personal video.

I believe this would increase more the project is becoming complete and will be an amazing accomplishment for myself and whoever helps.

 

Jagex, the company which own's Runescape, a few staff have commented on the project, calling it good and nice looking.

Videos of mine have been spreaded around forums/reddit, with a lot of positive feedback.

 

As for the game itself, I'm looking to make it multiplayer. The only way we have it "multi player" atm is by LAN. But this is only for recording/testing.

 

 

The problem..

 

Now to the point of this thread.

 

I've been working on this project alone for 5 years now. 2 Years were on Nwn1, and I had to start all over again on NwN2, which now I've been working on for 3 years and counting.

 

I have had some help along the way, but all of which turn inactive and pretty much abandon me. These are also people who have either never heard of the game NwN2, or have no experience with the toolset.

 

If I really want this project to work, I need professional help.

 

I for one, am still a novice. I have always admitted this and hopefully my fanbase knows that :P I never lie to them saying that this or that is easy/hard, or it takes a lot of skill to do.

 

 

In need of aid

 

Because of said above, the stuff I'm currently working on is more complex than I originally thought.

 

The current stage of the project, the area's are fully done, and now needs "filling".

 

In the meantime to keep my viewers interested, I am uploading 4 beta's;

Beta 1: Exploration, it's now however, non downloadable. - You just explore the lands I have already created.

 

Beta 2: Skilling - Runescape has 26 skills, majority Pay to Play though. The F2P skills are (examples); Woodcutting, firemaking, fishing, cooking, mining, smithing, runecrafting, crafting, dungeoneering, prayer.

I have worked on all the skills, but they are pretty much basic atm, which is only needed for the beta, so you get a grasp on what they do. For example, this is how woodcutting works;

You need the right toolbelt equipped to cut a tree stump. You cut the stump and it disappears, then respawns 1min later. Logs are dropped on the floor in the mean time. You can burn these logs to make a fire, or hand them into a woodcutter for xp.

 

The convo only has 2 lines that are on the tree stump;

[You successfully cut the tree stump]
[You need the appropriate toolbelt to cut the stump (Bronze)]

 

--

 

For the final version, I would like to work the skills from NwN2 into it, but making my own custom skills. So for example with cooking.
When you level up, you can put skill points into cooking, meaning you will have a higher chance of not burning food.

This is something which has proven complex to me >_< So I have left it out of Beta 2 for now. But it's something I will be adding into the project.

 

Beta 3: Combat/monsters - This is straight forward and something im capable of doing. This includes monsters around the game, dropping loot, respawning etc.

 

Beta 4: Quests/shops/more improvements

 

--

 

To anyone who has some free time, I would love to have some help with my project. It's taken a lot of time to do and with some professional help, I feel it'll give the project a huge boost.

 

 

 

Thank you all for reading!


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#2
Kossith123

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4e170355ae.jpg9ff19ca2de.jpg082e94f99c.jpgf218babf94.jpgf5bc185802.jpg111f64d973.jpgfe702b2258.jpg64c28258d8.jpg

 



#3
Loki_999

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Looks very nice and a good effort, but I presume you are going to have to find some diehard fans of runescape to get involved with you seriously. I'd guess you would have more luck trying to find such and teaching them to use the toolset rather than NWN2 players to get interested in Runescape. 

 

Also, not to discourage you, but have you considered the legal implications? While you may have received praise from Runescape staff for your efforts, management's position could change should you ever make this into a releasable version - they may view you in competition with you and invoke IP laws or some such.



#4
rjshae

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Agreed. The name 'Runescape' is a registered trademark of JaGeX games studio, and most companies will actively work to defend their trademarks. Hence, if nothing else, you should avoid using that name in your game. I'd suggest using something vaguely synonymous, like 'Glyphwerk' or 'Glyphrealms', and just employ wording like "inspired by" when you mention Runescape. :)



#5
Tarot Redhand

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One minor point - Runescape was originally the name of a PnP role-playing system from the 1980's that had boxed set stuff and was advertised in Dragon magazine at the time. I never actually played it. The same goes for the MMO you are discussing here. So are these 2 things (the PnP game and the MMO) related?

 

TR 



#6
rjshae

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One minor point - Runescape was originally the name of a PnP role-playing system from the 1980's that had boxed set stuff and was advertised in Dragon magazine at the time. I never actually played it. The same goes for the MMO you are discussing here. So are these 2 things (the PnP game and the MMO) related?

 

TR 

 

I think the PnP game was called RuneQuest.



#7
Tarot Redhand

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Oh, b&*$!?r, I misread the name.

 

TR



#8
kamal_

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Looks very nice and a good effort, but I presume you are going to have to find some diehard fans of runescape to get involved with you seriously. I'd guess you would have more luck trying to find such and teaching them to use the toolset rather than NWN2 players to get interested in Runescape.

I second that, you are almost assuredly better off getting Runescape people involved and teaching them/pointing them to tutorials etc. For one, they will have the passion the project will require.



#9
PJ156

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I think the PnP game was called RuneQuest.

 

Off topic but for me this was the best PnP money has ever been able to buy :)


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#10
Kossith123

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Looks very nice and a good effort, but I presume you are going to have to find some diehard fans of runescape to get involved with you seriously. I'd guess you would have more luck trying to find such and teaching them to use the toolset rather than NWN2 players to get interested in Runescape. 

 

Also, not to discourage you, but have you considered the legal implications? While you may have received praise from Runescape staff for your efforts, management's position could change should you ever make this into a releasable version - they may view you in competition with you and invoke IP laws or some such.

 

Some staff of Jagex have commented on it (I think I said this in the OP :P) and I've heard no information about it being copyrighted atm. 

Someone made the game in Minecraft, and thats been running for a year or more, and has had no problems to my knowledge. I'm assuming it's just the same case, but a different game. Rather than us making an actual game through unity or something >_<

 

Agreed. The name 'Runescape' is a registered trademark of JaGeX games studio, and most companies will actively work to defend their trademarks. Hence, if nothing else, you should avoid using that name in your game. I'd suggest using something vaguely synonymous, like 'Glyphwerk' or 'Glyphrealms', and just employ wording like "inspired by" when you mention Runescape. :)

 

We're calling it Molior Rs :P Which means in latin (apart from the rs bit) To Build Rs/Runescape.

 

One minor point - Runescape was originally the name of a PnP role-playing system from the 1980's that had boxed set stuff and was advertised in Dragon magazine at the time. I never actually played it. The same goes for the MMO you are discussing here. So are these 2 things (the PnP game and the MMO) related?

 

TR 

 

Not related to the PnP, But the mmo :)

 

I second that, you are almost assuredly better off getting Runescape people involved and teaching them/pointing them to tutorials etc. For one, they will have the passion the project will require.

 

I have tried this numerous of time, and a lot of people have offered to help. But they have no experience to begin with, and they would be more inexperienced than I am D:

The bit where I'm at in the project, you don't really need any knowledge of the game.

 

I'm such a novice with the scripting side of the toolset.

 

There's a lot of stuff I'd like to have in the project, but theres a lot of it I don't know if it's possible or not. I'm sure you have spotted many of my threads asking for help :D

This thread is only an intro, I was looking into updating this later on with the stuff which I would like help on.



#11
Kossith123

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(As going from what I said above), here's an example I would like help on. I have it done in the project atm, but it's in "beta".

 

 

Skill woodcutting:

 

 

Runescape:

 

4 types of trees, normal, oak, willow yew.

 

Normal = level 1 woodcutting - 1 log per tree.

 

Oak = level 15 woodcutting - can cut multply logs per trees before it's depleted.

 

Willow = level 30 woodcutting - can cut multply logs per trees before it's depleted.

 

Yew = level 60 woodcutting - can cut multply logs per trees before it's depleted.

 

 

Level 99 woodcutting is the highest you can be, but I'm only doing f2p.

 

Cutting trees gives you xp in woodcutting, so you can't exactly do this in nwn2, since any xp you get goes to your overrall level.

 

 

 

Molior Rs (beta):

 

 

Normal = level 1 woodcutting - 1 log per stump.

 

Oak = level 5 woodcutting - 1 log per stump.

 

Willow = level 8 woodcutting - 1 log per stump.

 

 

Yew = level 20 woodcutting - 1 log per stump.

 

Checks if you have the level, if you do, you cut the stump in 1 second, and it drops the logs on the floor. You have to pick them up.

Depending on the log type, the stump takes 1-6mins to respawn, normal taking 1min to respawn, yew taking 6 mins.

 

 

Molior Rs final version / What I can't do:

 

Same as the above, but when you level up, you can put skill points woodcutting.

 

So my version of Runescape is a lot different, but the same :P

You can be a ranger, who's good at woodcutting, but bad at smithing. (P2P has a fletching skill where you can fletch skills).

 

So each class has a reletive skill to it. Fighters would choose mining/smithing skills to use their points in, wizards using runecrafting.

 

 

Problem at the moment:

 

So what the problem atm is in Beta is that you could fish and fish all through your game life and become the highest level. With that, you can then mine the highest tier ore, or cut the highest tier tree stumps.

 

What it should be is;

 

If you get 10 levels through fishing, you would be able to fish medium tier food.

 

If you wanted to mine or woodcut, you would have to do the level 1's.

 

Granted, I'm fine with the fact that you could fish level 1 fish, and then when leveling up, you can put skillpoints into mining etc.

 

--

 

Ugh this is probable confusing xD So please ask any questions, or even tell me if that's possible.

 

I tried renaming some skills through the 2da, and it didn't work <_<



#12
kamal_

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I have tried this numerous of time, and a lot of people have offered to help. But they have no experience to begin with, and they would be more inexperienced than I am D:

Everyone starts somewhere, and they have the most important part of making a mod, enthusiasm. There are plenty of tutorials, including for scripting. You need to be realistic and take their help offers. Even if they have no experience, they can learn. Most people here have projects of some type they are working on, they're not likely to drop their own passion projects to work on yours.



#13
Kossith123

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Everyone starts somewhere, and they have the most important part of making a mod, enthusiasm. There are plenty of tutorials, including for scripting. You need to be realistic and take their help offers. Even if they have no experience, they can learn. Most people here have projects of some type they are working on, they're not likely to drop their own passion projects to work on yours.

 

I honestly wish I could agree and wish it would work.

 

But in 1 year alone, there has been so many cases (around 30 people), who have offered to help, bought the game, tried out the toolset, and then disappear off the face of the earth.

 

The project is taking me far to long at the moment, and it's just another thing trying to help others.

 

 

I know this sounds horrible and possibly selfish, but it's just talking from experience of it happening to me too much.

 

The funniest case was someone bought the game for £20, and I was sending them the modules. They accused me of scamming and deleted me. It took me around 1hr to get it all set up and all, and he just does that.

 

It honestly degrades me, getting my hopes up having people wanting to help, and then just abandoning me.

 

Only one person has came through, and we're great friends at the moment, but he's still a novice. But even with him, he's becoming very inactive lately.

 

--

 

I fully understand what you mean, and it makes perfect sense. But it doesn't look like it'll happen with me getting help from the Rs community, or I've just had a serious case of bad luck with 30+ people xD

 

--

 

Would you take a look at my example on woodcutting?

 

I made that to show what sort of support I would like, and just coming from my perspective, you wouldn't need any knowledge of Runescape to do it. 



#14
Tarot Redhand

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As far as scripting goes have you tried the Flip Plug-in?

 

TR


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#15
Kossith123

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As far as scripting goes have you tried the Flip Plug-in?

 

TR

 

That looks extremely useful, bookmarked it for later use :) Tyvm



#16
rjshae

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Woodcutting skill:

 

This seems like the type of ability for which one might assign custom feats, with one feat per wood type and a corresponding leaf or bark icon. Perhaps the wood cutting count could be stored in a dynamic journal entry?



#17
Kossith123

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Woodcutting skill:

 

This seems like the type of ability for which one might assign custom feats, with one feat per wood type and a corresponding leaf or bark icon. Perhaps the wood cutting count could be stored in a dynamic journal entry?

 

What do you mean by a dynamic journal entry?

 

--

 

What I originally had for fishing was (gathering skills pretty much work all the same, just different resources).

 

Shrimp level 1 = roll a 10 in survival / So you would end up rolling around 3+0-20 all the time. So it's a balance between, catching a shrimp, or not.

 

You could attempt to fish a trout (survival of 30) but your roll would be something like 3+10 = 13/30. So it would be impossible to catch fish until you start putting points in the survival skill.

 

Of course what I wanted was to rename the skill.

 

With the skill checks, it's more accurate and to something I'd like, so the convo would go along the lines of..

 

 

"You attempt to catch some trout" - Need 30 fishing

[Checks fishing skill] {Rolls 20+12 = 32 / Success} You successfully fish a trout!

 

[Checks fishing skill] {Rolls 20+5 = 25 / Failed} You fail to catch a trout and you lost some bait.



#18
rjshae

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What do you mean by a dynamic journal entry?

 

There's a function called SetCustomToken that will allow you to change a token to a string value. Presumably you could use something like that to set a journal entry. Possibly you may need to remove the entry, then add it again and change the token. But I haven't tried doing that so it would need some experimentation.

 

I'm familiar with how skills work in D&D.



#19
Kossith123

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There's a function called SetCustomToken that will allow you to change a token to a string value. Presumably you could use something like that to set a journal entry. Possibly you may need to remove the entry, then add it again and change the token. But I haven't tried doing that so it would need some experimentation.

 

I'm familiar with how skills work in D&D.

 

I'll play around with it and see if it's at any use :P

 

And true, I guess I didn't have to explain how I wanted skills to work in my situation xD

 

But I need the "chance" element of succeeding or failing.



#20
Tchos

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I can only be brief right now, but it is entirely possible in NWN2 to create separate custom craft skills which level up independently from your character level based on your successful use of the skills, and which are used with dice rolls to determine success or failure.  You don't need to rename the base skills to do that, and Bob's suggestion for a journal entry that shows the skill level of all of the skills by using custom tokens would probably be the best way to let the player keep track of them.  I suggest watching Marshall Viper's video tutorials on the Legends crafting system (on Youtube) to get an idea for how to create new craft skills.



#21
Kossith123

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I can only be brief right now, but it is entirely possible in NWN2 to create separate custom craft skills which level up independently from your character level based on your successful use of the skills, and which are used with dice rolls to determine success or failure.  You don't need to rename the base skills to do that, and Bob's suggestion for a journal entry that shows the skill level of all of the skills by using custom tokens would probably be the best way to let the player keep track of them.  I suggest watching Marshall Viper's video tutorials on the Legends crafting system (on Youtube) to get an idea for how to create new craft skills.

 

I originally tried this, and I'll see if it works this time, but the last time I tried it out, the plugin wouldn't work. (I'm using his AI/Loot/Spawn atm).

 

I think I saw a video quite a long time ago about skills being in a journal. I think I saw something like thieving on the journal entry UI, I'll have a look into this then.

Thanks for the suggestion ;o



#22
Tchos

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That plugin won't work unless you're making a PW.  I'm not saying to use the plugin, I'm saying to see how he approached the problem, and make a solution appropriate for a single-player module.



#23
Kossith123

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That plugin won't work unless you're making a PW.  I'm not saying to use the plugin, I'm saying to see how he approached the problem, and make a solution appropriate for a single-player module.

 

I was only going to use it for crafting, But I saw you can use it for other stuff.

 

Crafting what I have atm is just right clicking a needle and it runs a convo to create armour etc. Simple and effective :P



#24
kamal_

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Ex Scientia Vera did a completely skill based system in NWN2 as a chthulhu inspired world. Everything worked, but the guy behind it lost interest. I built some random encounter areas for it. Here is a summoning system it had:

https://www.youtube....h?v=2_qdAfv8mws


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