Olvand is a little multiplayer sandbox RPG, where the players live in self-built towns and can go on all kinds of adventures together. Imagine living with your friends in a small town in the mountains, or creating a new group of friends in a pub in the metropole you all live in. There will be several mini-games the inhabitants of a server can play together, among which will be combat based games like King of the Hill or Capture the Flag. You will be able to play against other people in your city, or as a city against another city, or as a whole server against another server. The combat works with self-built guns, in which all kinds of powers can be combined to create unique effects.
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Things you should know before you do a suggestion | Post Reply | |
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Sep 8 2012 Anchor | ||
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Sep 15 2012 Anchor | ||
Signs above house? Edited by: HeroxZ |
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Sep 17 2012 Anchor | ||
If you throw out something on the ground so it will be there in x number of minutes. So other players can pick it up. Edited by: TomasOlsson |
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Sep 18 2012 Anchor | ||
A big thing in sustaining a community is moddability. The more moddable your game is, the more content can be created without your interference and the longer the community sticks around because they aren't done burning through content. You don't even have to give players the tools to do it. Just make sure there's a way and they're good, usually. Just look at Minecraft, Project Zomboid, all those games that have been decompiled for the sake of modding. |
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Sep 18 2012 Anchor | ||
Yeah, or another way so can know who's house you've found.
You mean with hair color and stuff? That will come someday, but not soon, because you can already use cloths to look different from others.
In the member area, in the server or in game? And you mean a list of players currently playing, right?
Wise words, I've indeed heard other people say that about other games as well. Problem is that I've got no experience at all when it comes to modding, so I feel a bit uncomfortable with the idea. I know it's usually a good thing, though, so I will never discourage it. However, for now I also won't encourage it, because then we're going to have problems with different versions connecting to each other and that kind of stuff :s. But when the community is larger, that shouldn't be a problem anymore. Edited by: Woseseltops |
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Sep 29 2012 Anchor | ||
Add Different Screen Options (1280X720,1920X1080 Etc...) Edited by: HeroxZ |
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Sep 29 2012 Anchor | ||
An actual forum in the Member's Area of the site would be nice. |
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Sep 29 2012 Anchor | ||
Smooth Stone u get it in cave |
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Sep 29 2012 Anchor | ||
Thanks for the suggestions everyone! I'll go through them one by one again:
You don't mean full screen (ALT-ENTER), right? I fear other screen options might be incredibly hard to add, but I'll try.
This will be a vital aspect for features that I'll add later, you've probably seen the pixel art impression of painted houses. Who wants a city of 100 houses that look exactly the same? Painting will be included once I flesh out the town functionality a little bit (because now, building towns is nothing more than putting houses close to eachother).
Will be added around the same time. Not because it's vital, but because it's cool.
I never realised it, but it's probably true that it's a bit weird that the only place you can have a full server list is the website. I'll add it once we have >5 servers online at the same time. I definitly want to do something like this. However, in most other games I know that have pets, they either fight (which I don't think fits this game) or are useless. So maybe I limit the pets to Alots. This is how I think Alots will work: they are big hairy animals with randomly generated personalities. If you tame / befriend them, you can name them, and they'll listen to your commands as long as you don't ask too much. They'll let you ride them, and pull multiple carts with (heavy) stuff around.
I want to start with a day/night cycle. Man, big cities will look beautiful at night. I've been thinking about this a lot, but I'm not sure how to do it precisely. It's going to be far in the future, anyway: there's a lot of 'regular' stuff to be added first ! Yeah, the cabinets have infinite space at the moment. This started as laziness from my side, but it turned out to be quite handy because there is no other place to save your stuff atm. I'll fix this once I implement banks. Oh really? Is there functionality you're missing in this one?
Indeed, I've explained that nowhere. I'll add it to the manual once I finish writing this post, and I'll include it in the tutorial once I make one.
I've heard more people complained about that, yeah. Hovering over items is an excellent solution, I'll try to add it in the next build! |
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Oct 1 2012 Anchor | ||
-Torches (Can be placed to provide lighting) (Can be crafted with a stick and coal) |
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Oct 9 2012 Anchor | ||
This game so far is great but this would make it a bit nicer.... |
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Oct 10 2012 Anchor | ||
Thanks both of you for your comments. My responses:
You clearly want the game to be more like Minecraft, but that's actually something I'm carefully trying to avoid; looking like Pokemon is one thing, but I really don't want to make a game that looks like Pokemon AND plays like Minecraft . I hope my 'shooting stuff until it breaks' approach is a good alternative. And instead of removing the Softstone, I'm actually planning to add much more different types of rock, so you can encounter lots of different rocks while mining. Which type you need will depend on the architectural style you want to use for your house, and which you type you find will depend on in which area you are mining. This will give people who know the server well a nice financial advantage: imagine a big city build of rock x, and you know where lots of rock x can be found!
Good one. I should have added this already, but I'm not sure how to implement it. I think it will be something like that houses left empty for some time will decay or something.
Interesting. I will investigate if that feels better indeed .
I've got (a simple version of) this working in the blueprint info already, but it might indeed be a good idea to extend it to the whole game. It's not essential, because you can see info of an item by clicking on 'Info', but it'd be a nice user friendly feature for later .
Also nice user friendly settings for later!
I've heard that one before. In the next build, the space key will have the same functions as the E key. I guess that one is a bit more intuitive. |
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Dec 14 2012 Anchor | ||
#1:Looting system:If someone beat his friend he can loot him,and same thing with monsters.If someone beat monster he can loot him. Edited by: isioxd |
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Dec 15 2012 Anchor | ||
That is a huge list indeed, thanks! I hope your hands are fine . For a lot of the ideas I have the same reply: sounds cool, I'll see if it fits in the game somewhere. Maybe in a way a little different than you described it, though, as I try to avoid the 'cliche RPG' solutions whenever I can . For some ideas I have a more detailed answer:
I'd like the idea of actually having something to lose / win when playing minigames, but I'll probably make it something like a bet. So the players agree what they're playing for beforehand. Good idea though, it will make minigames a lot more interesting.
I'm planning to experiment a little bit with currencies actually. That is, I want to try to not define a 'standard' currency, but let every community pick one themselves. So one community uses coins from material x, while another uses coins form material y, etc. I like this in particular because this means you can get rich by being a currency exchanger on servers where multiple currencies are used. But if this turns out not be fun or too complicated, I'll of course make one material the basic currency.
There will be animals everywhere in the forest, and they will be randomly generated, just like fish. The only animal you will see on every server is the Alot; large hairy animals you can't catch. Instead, you'll have to make them like you. If you succeed, you can name them and ride them, and they'll carry your stuff. Edited by: Woseseltops |
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Jan 17 2013 Anchor | ||
Maybe being able to add multiple upper and lower (or just lower, 'cause that's reasonable if the ghost ones do less) exits to olb generator olbifiers. |
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Jan 17 2013 Anchor | ||
Interesting suggestion! Do you ask this because you want to generate multiple ghost olbs (the small white ones) at once? You can of course also do that by putting multiple generators after each other, but maybe you discovered that already . |
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Feb 23 2013 Anchor | ||
-Beds That's all I can give |
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Feb 23 2013 Anchor | ||
Mygelz your suggestions look really good! |
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Feb 23 2013 Anchor | ||
Wow, Mygelz... every single thing you mentioned already is on my to-do list (secret to-do list, so you coulnd't have known)! Is this a coincidence or do great minds think alike? @Joey: I agree with the NPC-thing, but at the same time I think it's a good thing to give players opponents to practice with or to play with when nobody's online. Two plans for NPCs: |
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Jun 2 2013 Anchor | ||
A Quest Editor ? |
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Jun 2 2013 Anchor | ||
Hi, what would you mean by a quest editor? Something so players can make their own quests? Could be nice, if I/you figure out a good way to do it. I was thinking about something along the lines of Guild Wars 2's dynamic events myself. In any case, I plan to stay far away from the standard 'kill 5 rats'-type quests. |
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Jun 2 2013 Anchor | ||
I'll try to explain myself, sorry for my poor english, I'm french. I also thought a system of dynamic quests as you, but I think it must be quite difficult to implement. And if you can implement it, you should also add multiple choice in quests, which would influence the quest completion and the popularity of the character. - Trigger (entering an area, talk to an NPC, etc ...) Another thing, but since I haven't been a alpha-key for play I don't know if it exist in the game. A trading system, stock exchange, supply and demand for materials between players and if possible between server. |
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Jun 4 2013 Anchor | ||
Don't worry about the language, it's about the message. And I like the way you think . About the trading: I was actually planning to set up an inter-server trade platform on olvand.com, which you can access from trading houses in cities. With a lot of useful features and statistics, so buying low and selling high can be a game of itself. And, believe it or not, I was also considering stock exchange, but I cannot think of a system that would be simple enough for everybody to understand. I'm currently thinking about treasure chests that are closed when you find them, but gradually open up to reveal more of their content (so you know how much they are worth, which will make them go up or down in price). Also, thanks for elaborating the quest editor. I'm going to give this some hard thoughts . |
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Aug 24 2013 Anchor | ||
what about a food system because in the game we are humans right? and humans need to eat |
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Aug 25 2013 Anchor | ||
I was indeed thinking about adding one Edited by: Woseseltops |
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