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Mainly a C++ Programmer but also know various other programming and scripting languages.

Comment History
Joxno
Joxno - - 21 comments @ The Old World

Cheers, I'm glad you like it.

At the moment there is not, we're currently sorting out some details with things so we'll see =)

Good karma+3 votes
Joxno
Joxno - - 21 comments @ The Old World: Crafting System Addition Video

Both, in terms of attributes Hilts only add a little bit to the whole calculation process compared to the blade which the majority of the attributes are from.

So perhaps you may gain a little bit of range from a long hilt compared to a small one or a few more points of damage for a hilt with better grip etc.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ Alpha v0.1 Finished! Download now!

I played Explorium for a good 30-45min or so, and I've compiled a short list of some feedback for you.
Take it as you wish.

* No Mouse Control in Main Menu
* No Options Menu in Main Menu
* No Rebindable keys.
* No Video Options.
* View clipping. Some parts of the map will not be rendered if moving too quickly.
* Press Enter to craft - Annoying as hell. Mouse control please.
* Static Crafting recipes. i.e. Logs only being able to be in centre cell if crafting planks.
* Way too large blocks.
* Inventory resets your item selected in the actionbar.
* Only scrolling can select items on the actionbar, no 1-9 selection.
* Scrolling inverted when selecting items in your actionbar.
* Foreground/Background placing blocks is annoying.
* UI Scale is incorrect.
* Possible to dig a block that is behind another block.
* Background colour underground is an annoying bright teal.
* Digging one block until last Animation frame and moving mouse cursor to another block destroys it
* Pickaxe Scaling is illogical, pre-iron/silver it's really slow, Silver+ is insanely quick.
* Destroyed a Chest, Items flew straight up through the map.
* Can't drop items from inventory.
* Placing a block on yourself whilst in a 1 block sized room will cause you to magically teleport to the next available empty block above you.
* Graphics look like they were drawn by 10 different people, no style is followed at all.
* Fell out of the bottom of the map and crashed the game
In script scrPlayerStep:
Error in code at line 8:
player_blockdown = map[player_x/size,((player_y-16)/size)+1]
^
at position 19: Unknown variable map or array index out of bounds

Good karma+4 votes
Joxno
Joxno - - 21 comments @ The Old World: Height Changes Incoming

Fair enough, I'll have a look into it

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: Height Changes Incoming

Hmm, that's odd, is the grass really that bright on your screen?

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World

Then you are in luck friend because the new video update will feature a lot more AI, in terms of what you're suppose to destroy is currently being added.

Because a good chunk of the game is based on these Empires and interacting with them in various ways, most of it will involve either helping or destroying these. A lot more will be added in the very near future, which would include more animals, groups of bandits and the like.

Currently in planning stages are perhaps some randomly generated dungeons with various mobs and bosses but still unsure if I should start implementing bosses due to the impact it might have on the game as a whole, but I will surely play with this and try it out.

Good karma+3 votes
Joxno
Joxno - - 21 comments @ The Old World: Minions Attacking Trees!

Very keen observation :p

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: GUI Actionbar Split & Alpha News

Cheers, a new update will be arriving later today ;)

Good karma+2 votes
Joxno
Joxno - - 21 comments @ The Old World: Action-Bar Split.

It's an XP bar.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: Stealth System Suggestion & Empire System Update.

Exactly, I feel that I want to support any type of game-style people have, some people really like to be stealthy and some people just like to run in like a barbarian.

That sounds like quite a good system, although might be hard to differentiate for the "in the middle items" like a Hatchet but it is a better system and a system that makes more sense than stripping them of their clothes without them even noticing.

I hadn't even thought of these types of Quests, I am most definitely implementing this.

Good karma+2 votes
Joxno
Joxno - - 21 comments @ The Old World: Stealth System Suggestion & Empire System Update.

Cheers!

Might have to chance the green text to a darker colour since it's really hard to read with a white background.

Exactly what I was thinking as well and it gives a nice balance to players that like being Stealthy more than using Magic or plain brute force warrior style game-play.

Good karma+2 votes
Joxno
Joxno - - 21 comments @ The Old World: Stealth System Suggestion & Empire System Update.

Exactly the feedback I wanted to get, Currently the stealth mechanic is just a rough draft in my head.

- I would like to add it to all kinds of NPCs, sneaking up on unwary chickens, sneak past a pack of wolves etc.

- Pickpocketing works on everything the NPC carries in its inventory, However I might implement a way of making Items such as clothes have a higher chance of detection compared to smaller items.

- Generated quests involving Stealing/Scouting will be available, Not sure about Thieves guilds in towns but maybe perhaps as groups in forests but I'll have to give it a few design iterations before I set it in stone.

- I would love to have such an Elixir so that even people who like to dabble in Magics and Alchemy more than Stealth to be able to somewhat sneak past guards and the like.

- Hehe, maybe not a cardboard box, but perhaps a small wooden crate would be pretty neat.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: Workshop & Blacksmith Buildings.

Hehe, I'm currently using the Snake's sprites for the Empire NPCs.

I'm not done with the War System of the Empire yet, and I don't see a reason why they couldn't have hunters ;)

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: Empire System Explained.

Cheers!

My current development focus is on the Empires, so expect a lot more updates about the Empires and things revolving around them.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: Controller Support

It's a possibility, it depends on how the keys are handled.

Currently I only mapped my Controller keys to match Keyboard keys, but I will have to look more into it.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: Empire AI.

Well currently these houses are just for testing, but they will be populated with Beds and other such things.

Exactly, the houses will have roofs and they will turn semi-transparent or completely transparent when you walk into a house.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World: Fire System

The Fire only spreads from Doodad to Doodad in an Up/Down/Left/Right direction. So if there are no Doodads in those directions then the Fire will not spread any further.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World

Fair enough, I'm not looking down on DF, I think it's a brilliant game so far and enjoy playing it.

I wouldn't however say that my ideas are only ideas, it's more of When can I implement this and that feature rather than If I can. Because it's the whole process of picking & choosing for future releases.

If exploring isn't fun then it doesn't matter if I have the greatest Empire AI system in the world because people won't be playing long enough to notice it.

I'd also say that the focus between TOW and DF are quite different as well, DF is on a higher up abstraction layer (Strategy/Empire Building) whilst TOW focuses on creating a whole ecosystem to explore and conquer (RPG/Exploration/Adventuring).

I could be wrong but that's how I view the difference.

I took a quick scroll through DF's list of features and I do agree with your last statement. But also it seems like DF focuses on specific roles when it comes to adventuring.

Every game out there being developed in this day and age will share common elements with other games.

But in the end it all comes down to how the game puts all of those pieces together

Good karma+7 votes
Joxno
Joxno - - 21 comments @ The Old World

Cheers!
And yes, I've drawn a lot of inspiration from DF & Zelda: Link To The Past, among others as well. Although when it comes to DF I feel as if though they didn't take the concept as far as they could've and fell short a bit and it's also very hard to start and keep playing DF because of the steep learning curve.

Good karma+4 votes
Joxno
Joxno - - 21 comments @ Different Environment & Trees & New Map Generation

The blue is Ocean/Lake Depth.
The green is Land.
Dark(Lower Height) -> Lighter (Higher Height)

And the Red is distribution of Trees across the Map.

Good karma+1 vote
Joxno
Joxno - - 21 comments @ The Old World

I'd say it's quite far from such a thing. But you're of course entitled your opinion but I would suggest reading this: Joxno.com
And you'd see the game-play is far from such a clone, I'd say The Old World is its own game.

Good karma+4 votes