[PC] Realm Explorer (Sandbox/RPG/Multi)

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Quelques info sur les futurs ajouts/amelio:

Citation :
The next phase of in-game control improvements is going to be completely re-working the box when placing new material into the world. Once these improvements are made we will be able to make them work for digging as well. Most likely there will be an option to toggle the box on / off for digging as well. We want to make the placement box mechanic work really well and it's in the process of being updated to our expectations.
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We are in the process of completely reworking / replacing all of the game UI and the main menu (as well as adding new things like a 3D character customization / creation process). Sorry for the inconvenience for now. We plan to support key re-mapping in the future.
La liste de feature a été mise a jour.

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Client Features


  • Dynamic sandbox worlds
  • Mine and dig away into the terrain
  • Craft everything in game from raw materials
  • Crafting stations and tools
  • Build without a height limit
  • Units can contain volume anywhere from 0-100% of a single or mixed resource
  • Create entirely organic shaped terrain
  • Wield unique tools, weapons and armor
  • Action bar to quick hand-equip items
  • Perform action orientated single click combat (damage unimplemented)
  • Unique wearable armor classes e.g. cloth, soft, rigid, chain and plate
  • Separate hand and footwear slots
  • Wearable packs and beltpouches
  • Mix and match all armor and clothing pieces for utility or style
  • Dynamic weather system
  • Day and night adventuring
  • Avatar emotes
  • Multichannel chat system
  • Online multiplayer with inbuilt server browser
  • Single player (currently no purchase required)
  • UNITY 3D Gaming Engine, featuring marching cubes algorithm
  • Tick Tock (Monday/Friday) feature then bug fix release schedule
Server features


  • License free
  • Highly customizable
  • Intelligent server unit management
  • Generate unlimited unique worlds, public and private/locked
  • Run as many servers as you wish with a configurable server name
  • Hide from the server list
  • Optional white list authentication
  • Export server settings for quick setup
  • Configurable server port
  • CPU thread limit
  • Max players setting
  • Max characters per visitor setting
  • Kick connected players
  • Ban players
  • Message of the day on join
  • Message players from server
  • Automated server messages
  • Customize item names and crafting recipe requirements
  • Event/chat logging
Features in or Scheduled for Development

NPCs


  • Friendly and hostile NPCS
  • Talk and interact with NPC villagers
  • NPCs will generate quests based on their role in the village
  • NPCs will be able to move to player created villages based on the type and quantity of structures built
  • Randomized threats to villages
  • Hire guards to defend villages
Creatures


  • Creatures such as Undead and Golems
  • Basic animals such as Sheep, Rats and Wolves
  • Mount animals and ride them
  • Mount upkeep/maintenance
  • Creature unique spawn animations
Combat


  • Player statistics e.g. Str, Dex
  • Destroy objects until they disappear
  • Magic system
  • Right mouse defense mode
  • Right-left kick or shield bash
  • Dual wield
Items


  • Hidden treasure, find and collect rare items and artifacts
  • Drop, pickup and move items
  • Wagons, boats and large ships
  • Create unique buildings any size from individual pieces e.g. shop, meeting hall or guild hall
  • Surf boots
  • Trees and foliage
Crafting


  • Skills e.g. Blacksmith, Sewing, Leatherwork
  • Performing crafting will improve skill and item quality or sophistication
  • Spell components can be crafted to make new spells e.g. ball+item=fireball
  • More complex spells will require adding more additional components
  • Herbalism skill (to be added)
Misc


  • General Lore
  • Building multiple units at once
  • Creating spheres
  • Wind effects on foliage
  • Keyboard control mapping
  • Swimming
  • Female character models
  • Avatar customization e.g. hairs style, beard, skin color
  • Hunger and thirst (server configurable)
  • Drowning, falling, slipping states
  • Land title or deed system with upkeep
  • Trade system
  • Brief campaigns or missions
  • Dynamically generated quests
  • Optional story campaign, Gnostaria: Golem Wars
Client


  • Network play support (No password required)
Server


  • Mod and mod tools support (ongoing)
  • Custom races e.g. Undead, Animals
  • Adjustable skill cap
  • Active character server icons
  • Definable talk channels
  • Creative or RPG mode
  • Multiplayer co-operative "Defense" mode
Operating System Support


  • Mac (beta)
  • Linux (beta)
Features Ruled Out by Developers


  • No plan to support fast map travel
  • No plan to use digital rights management
Le Biome patch devrait etre dispo cette semaine.

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We've wrapped up the latest release for Realm Explorer. A major functional update in preparation for the very soon to come "Biome" patch.
J'ai trouvé aussi une personne sur youtube qui suit attentivement le jeu.


Dernière modification par Dallarion ; 11/03/2013 à 09h31.
Quelques info et screen sur le prochain patch ( Biomes patch ) qui devrait etre dispo dans les prochains jours.

Les screen sont de qualité merdique mais bon ...
cave1.jpgcave2.jpg
terrainMaterials1.jpgterrainMaterials2.jpg
terrainMaterials3.jpgterrainMaterials4.jpg

terrainMaterials5.jpg
Citation :
You can encounter caves of various sizes; from small simple caves to giant labyrinths. Caves have multiple levels of tunnels, rooms and caverns and they also spawn every type of metal and gemstone in them. The deeper you go into the ground the higher the quantity AND quality of metals and gems you will find.
Le Biome patch sort d'ici 1 a 2 jour.
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We're ~1-2 days out from the biome patch. We'll be at GDC in San Francisco tomorrow and through the rest of the week but a patch release is imminent.
Le patch est repoussé a la semaine prochaine.

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Quick update here: this release has been delayed from the 1-2 day estimate I made a few days ago due to several of our team members (myself included), being at GDC. I thought we might be able to finish it up in spite of being at GDC but we had too much going on at the convention.

Having said that it's almost done and will likely be ready first thing next week!
W00t !

Citation :
everyone, first and foremost realm explorer is not dead! Far from it! We continue to work on the game every day and have a ton of stuff going on. Most of our team traveled to san francisco just over a week ago to attend gdc (game developer conference) where we had a chance to meet with many interesting people, arrange meetings and also take a look at new products that help with game development. I had anticipated that we would be able to finish up the next patch while at gdc but this was a grave under estimate of how exhausting this conference would be (not to mention that large parts of san francisco are on a hill and we were walking around all day long without a car -- we were all ready to pass out by the time we checked into our hotels at the end of the day!).

We have been working to prepare realm explorer for release in an upcoming alpha bundle (the bundle will be available for sale on sunday) so we absolutely have to have the next patch done before this.

The lack of updates has definitely been a failure on my part and i apologize for that. We have been working on so much new stuff and only post about a little bit of it. I've also let things get into a state of perpetual development -- i see how cool each new thing we are about to work on will be and won't want to release an update until we've finished it. Once we finish a new feature i end up seeing the potential for the next set of features and instead of releasing a patch i want everyone to keep working on the next new thing. This has lead to longer development times between public releases (although with a lot more stuff being added all the time). For the alpha and beta stages especially this is clearly not a good model -- i want to get back to very frequent releases.

I want to thank everyone again for your continued support and patience and make a definitive statement: The 0.20a patch (completely skipping 0.16, 0.17 etc) will be released by saturday evening (pst)
Citation :
Publié par Dallarion
Edit: Suppression du wiki en vue d'une ouverture d'une section dédiée.
C'est sur les rails ou bien ?

Questions subsidiaire : je viens de NWN 1 (module multijoueurs hébergés par les joueurs), tu penses que ça peut être le successeur ?
On peut développer ses propres règles de combat ? C'est juste un moteur ou c'est un truc unique mais identique chea chacun des joueurs (et juste customizé au niveau des quetes et des paysages ?)

Dernière modification par Hipparchia ; 10/04/2013 à 23h40.
Citation :
Publié par Hipparchia
C'est sur les rails ou bien ?

Questions subsidiaire : je viens de NWN 1 (module multijoueurs hébergés par les joueurs), tu penses que ça peut être le successeur ?
On peut développer ses propres règles de combat ? C'est juste un moteur ou c'est un truc unique mais identique chea chacun des joueurs (et juste customizé au niveau des quetes et des paysages ?)
Pour la section dediée je sui en train de voir si il y a du monde de motiver.

J'ai pas jouer a NW1.

Que veut tu dire par regle de combat ?

Autrement voici un aperçu du futur patch !

http://www.realmexplorer.com/content...any-other-name

La patch sera dispo ce week-end.
Ben par exemple dans NWN c'était des règles de D&D, mais en bidouillant tu pouvais créer de nouvelles capacités.
Les moddeurs et scripteurs et fournisseurs de contenu ont obtenu un bon savoir faire, et du coup chaque module pouvait être assez unique surtout par rapport au jeu de base.
J'ai testé vite fait, un peu dur d'être motivé comme ça de prime abord (je suis rentré sur un module et je n'ai pas bien vu ce que je pouvais faire )
Citation :
Publié par Hipparchia
Ben par exemple dans NWN c'était des règles de D&D, mais en bidouillant tu pouvais créer de nouvelles capacités.
Les moddeurs et scripteurs et fournisseurs de contenu ont obtenu un bon savoir faire, et du coup chaque module pouvait être assez unique surtout par rapport au jeu de base.
J'ai testé vite fait, un peu dur d'être motivé comme ça de prime abord (je suis rentré sur un module et je n'ai pas bien vu ce que je pouvais faire )
C'est encore assez vague mais je peux te garantir que le jeu et entièrement personnalisable, des races et passant par les skills ou par les quetes et pnj.

Si tu veux ouvrir par exemple ton serv pvp tri faction full loot tu peux. Il suffit de definir 3 races de faire des textures différentes de proposer au joueur une personnalisation a la création de perso. Tu crées une map avec 3 forts, tu mets une relique dans chaque avec des pnj pour les garders. Et pour fini tu mets un systeme de craft, de pnj marchant et le tour et jouer. D’après les dev tout cela sera possible.
Le patch 0.20.0a est sorti !

Citation :

  • Initial implementation of cave algorithm and resource generation throughout caves.
  • Initial implementation of Biomes with the inclusion of 3 specific biomes: Plains, Forest, Desert
  • Biomes can have 3 different levels of vegetation: sparse, normal and dense.
  • Added 22 new rocks, 4 new cacti, 12 new trees and a mix of 9 different new vegetation items (bushes, ferns, shrubs, etc.) to the game.
  • Changed the connection process so that very slow loading clients won't be prematurely disconnected.
  • Fixed several in-game admin commands that were not properly working.
  • Fixed an issue where newly connected clients wouldn't see the mounted objects on already-existing clients (belt packs, backpacks, equipped items, hats, etc.).
  • Fixed an issue where newly connected clients would see some players as laying horizontally on the ground until the existing player moved or performed an action.
  • Admin /time command now supports +/- #h#m#s format. For example, /time +5h30m would advance the realm time by 5 hours and 30 minutes. /time -15s would reverse time by 15 seconds.
  • Upgraded several terrain textures.
  • Added new Cobblestone, Humus and Roof terrain materials.
  • Added new icons for Stone, Gravel and coal materials.
  • The "Forgot Password" button on the login screen now works.
  • Fixed several craft recipes that were out of whack.
  • Fixed an issue where digging smoothed out terrain pieces wouldn't necessarily cause the material to be obtained in the player's inventory.
  • Initial implementation of darkness in caves. The deeper you travel the darker it will get.
  • Fixed game time synchronization so day/night don't get severely out of sync across clients.
  • Adjusted first person camera angles to allow the player to look straight up and down.
  • Added new environmental audio and environmental effects. Ambient sound transitions from day to night as the day changes as well as other situations (such as being inside of caves).
  • Many new performance improvements.
  • Further improved terrain networking.
  • Adjusted several crafting recipes.
  • When building construction materials into the world (Bricks, wood planks, cobblestone, roofing, etc.) full "blocks" will be placed rather than incremental amounts of the material.
  • There is now more fine control when building with non-construction terrain materials (dirt, grass, sand, gravel, etc.).
  • Updated appearance of the placement cube.
  • The center mouse wheel can now be used to move the placement cube closer or further away.
  • Added environmental wind. Wind is gentle right now but will become variable in the future as the weather changes.
  • Created new billboard system to improve rendering performance of environmental objects.
  • Completely revamped LOD configuration for better performance and LOD transitions.
  • Added new Ultra quality setting. This is identical to the "Fantastic" setting except that LOD transitions are different (higher detail meshes appear at further distances).
  • Crafting an item now plays a sound.

Known issues:

  • It is still possible to fall through the terrain. The performance improvements to the terrain system in the next patch should help finally eliminate this.
  • If nearby terrain is loading then digging and building will be delayed until the loading is done. This will be eliminated in the next patch so that you can freely build even while loading is occurring.
  • Terrain generation may be slow, especially in places where there are a lot of objects in the world (such as forests). This will be addressed in the next patch.
  • Terrain save format has changed. Realms created prior to this patch will no longer work. We make every effort to maintain compatibility between versions but this isn't always possible during the alpha. Once we are out of alpha development we will ensure compatibility across versions. As of now we also don't forsee any further file format compatibility issues in future alpha patches.
  • The red dice button (used for randomly generating raw resources) is still
  • It is not presently possible to harvest trees/rocks/etc. This will be added in the near future.


Note: You can bring up the debug panel by pressing the ~ key. You can guage when terrain loading is in progress by watching the "CCHunks" and "Mesh Loading" items. If these are changing (and if CCHunks is a number other than 0) then loadind / terrain generation is occuring and building/digging may be delayed. This delay will be fixed in the next patch.

Server:

  • Further improved the terrain smoothing algorithm and eliminated the ridges where two or more large terrain blocks would meet one another.
  • Fixed an issue where deleting a realm from the server UI after the realm had previously been running (and then stopped) wouldn't result in all of the realm data being deleted.
  • The Realm list in the Server UI is now scrollable to accomodate lists of more than 7 realms.
  • Fixed an issue in ItemDefinitions XML structure where AppearanceId contained a typo.
  • Added new BiomeDefinitions.xml definition file which controls some basic aspects of terrain generation. This will be expanded in the future.
Maintenant que le biome patch est sorti les dev travaillent actuellement sur la version 0.2.5a, un patch basé sur les combats et bien d'autres choses.

Je rappel aussi que le biome patch sera amelioré au fur et a mesure des maj.

Dernière modification par Dallarion ; 15/04/2013 à 20h17.
Parce que c'est juste une vidéo pour présenter les biomes et qu'il y a pas encore de contenu d'ajouter.

Mais le jeu a un fort potentiel, un xyson amélioré.

Moi ce qui me dérange c'est le passage net d'un biome à l'autre, j'aurai préféré un truc plus progressif.
Citation :
Hi Jetcutter. I am going to be announcing some new stuff tomorrow, the first thing being our plan for keeping the community up to date. We will be posting at least 1 development article and 1 video each week. The plan is for articles on Mondays and videos on Wednesdays. It's possible that there will be more news/video updates than just the two per week but this is the minimum we're planning for now.

In terms of a patch we are still working on the next release. Lots of new stuff is in the works but it will take some time to complete. Major performance improvements, 3D grass/foliage, character customization, completely new main menu and in-game UI, more/new game options and a lot more are all coming together. We've also been building up all of the content for the upcoming NPC patch. Our art director is preparing an article about some of the new NPC artwork which we'll be posting online within the next week as well.

Lots of stuff is in development but its not ready yet. We're going to be making a big effort to keep everyone up to date week by week from now on though!
Plus de news a l'avenir.

Dernière modification par Dallarion ; 14/05/2013 à 23h26.
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