General Awesome Posted August 29, 2016 Author Share Posted August 29, 2016 Agoraphobic and jesusbleach 2 Link to comment Share on other sites More sharing options...
Azerdeath Posted September 8, 2016 Share Posted September 8, 2016 Might I be as bold as to ask to test out the Linux client when it is ready? I would enjoy a title like this and think it would make a fine addition to the list of Linux compatible/native games. Link to comment Share on other sites More sharing options...
Zahvi Posted September 8, 2016 Share Posted September 8, 2016 This is very cool, great job @John! I will be keeping my eye on this. Link to comment Share on other sites More sharing options...
General Awesome Posted August 21, 2017 Author Share Posted August 21, 2017 I'm proud to announce that work to this project has resumed once again, and I will pick up exactly where I left off nearly a year ago. You may check out the game and its more frequent updates, discussion, and more at our website http://www.ruinic.com/community/index.php  Additionally, you may sign up to be involved in the closed beta process, which provides an opportunity to establish yourself as an early supporter of the game and help see it through to completion! Link to comment Share on other sites More sharing options...
General Awesome Posted August 21, 2017 Author Share Posted August 21, 2017 On 9/8/2016 at 8:58 AM, Azerdeath said: Might I be as bold as to ask to test out the Linux client when it is ready? I would enjoy a title like this and think it would make a fine addition to the list of Linux compatible/native games.  Yes, there will be a Linux and OSX client. Link to comment Share on other sites More sharing options...
EVOLV Posted August 21, 2017 Share Posted August 21, 2017 This looks really great - the graphics, the layout, and the concept are all stand-out. Glad you picked it back up again! General Awesome 1 Link to comment Share on other sites More sharing options...
General Awesome Posted August 21, 2017 Author Share Posted August 21, 2017 4 hours ago, EVOLV said: This looks really great - the graphics, the layout, and the concept are all stand-out. Glad you picked it back up again! Â Thanks! Unfortunately I'm currently unsure of whether I'll be able to continue using the art style as it currently is. They were made by Murdoc and he is unfortunately not currently working on this project Xeno 1 Link to comment Share on other sites More sharing options...
General Awesome Posted August 26, 2017 Author Share Posted August 26, 2017 Implemented inventory system and wordwrapping into chat this morning.   Kibbelz, Xeno and Henry 3 Link to comment Share on other sites More sharing options...
General Awesome Posted September 10, 2017 Author Share Posted September 10, 2017 Larger screen resolution, character window, inventory, and equipping items implemented! We're on our way to alpha testing beginning very, very soon! Â Agoraphobic and Sethis 2 Link to comment Share on other sites More sharing options...
Damian666 Posted September 10, 2017 Share Posted September 10, 2017 like the gui, sprites are not my thing though, but still looks cool. Â randomized items? Link to comment Share on other sites More sharing options...
General Awesome Posted September 11, 2017 Author Share Posted September 11, 2017 10 hours ago, Damian666 said: like the gui, sprites are not my thing though, but still looks cool. Â randomized items? Â The art style will likely be redone at some point in the near future! Randomized items are still up in the air. We'll likely have an item system similar to that of Diablo. Â Also, for anyone interested, Ruinic now has a Discord server where you can keep track of development and chat with other people interested in development! Â Discord:Â https://discord.gg/7gTapm Link to comment Share on other sites More sharing options...
General Awesome Posted September 14, 2017 Author Share Posted September 14, 2017 While the following screenshot may seem insignificant in terms of the overall progress of Ruinic, trust me when I say that it is a MAJOR milestone.  The basis of NPC AI has been implementing along with pathfinding. Additionally, I finally managed to quash a pretty severe bug which would cause the server side player movement calculations (and NPC) to go wonky. This bug was a major roadblock on our way to a closed alpha release, and now that it is out of the way, I can assure everyone that a playable version of the game will be released very soon.  Right now I'd like to shift gears towards developing the neccessary editors to create the main city which will serve as a hub for all players participating in the alpha. I decided to go this route, where players will coexist in a traditional ORPG fashion within the main city, as opposed to the previously planned lobby system. Instead players will rely on in game interfaces and match-making mechanisms.  I also need to begin work on the website, which I would like to get to a relatively stable point before I begin advertising to the broader public and put the game on Steam Greenlight. This has posed to be a rather difficult task for me, as I am neither competent nor enjoy developing on front-end websites. If anyone would like to assist in this process, I'd be more than happy to bring you onto the team! Just PM me your previous experience and I'll get back to you ASAP.   Link to comment Share on other sites More sharing options...
General Awesome Posted September 20, 2017 Author Share Posted September 20, 2017 Larger, more interactive dungeons, player killing, and a vision for the future. There's much to discuss for the upcoming world of Ruinic!  Read all about it here Agoraphobic 1 Link to comment Share on other sites More sharing options...
General Awesome Posted September 27, 2017 Author Share Posted September 27, 2017 I've updated the graphics to something that's a bit more... dimensional. They're the TimeFantasy graphics you can find at http://timefantasy.net/ I'd like to have something custom done soon, but I quite like this style for now.  I've also completely overhauled the dungeon generation algorithm to build more vibrant, lively worlds. What you see below is an example of cave generation, but there will be many different times of dungeons to explore, ranging from caverns to castle dungeons to dense jungles.  Stay tuned for more updates!  Xeno and Agoraphobic 2 Link to comment Share on other sites More sharing options...
General Awesome Posted September 29, 2017 Author Share Posted September 29, 2017 I just want to thank the fantastically awesome @Aesthetic for the logo they made for Ruinic! I've updated the main thread with the new logo + some more information about the game!   Mcadams 1 Link to comment Share on other sites More sharing options...
General Awesome Posted October 4, 2017 Author Share Posted October 4, 2017 NPCs are implemented and functional, along with some basic combat. I haven't implemented the player side of this yet, so it's really just about trying to stay the hell away -- haha. Stay tuned for more info, and again, join the Discord to be the first to get updates and access to early testing opportunities! Here's a sneak peek of me getting my ass kicked by a minotaur! Myles, Xeno, Sekiguchi Okitsugu and 2 others 5 Link to comment Share on other sites More sharing options...
General Awesome Posted October 10, 2017 Author Share Posted October 10, 2017 Today's update is an extremely technical, albeit important, one. LUA scripting has been implemented to the Ruinic game server!  This is very big, as it will drastically accelerate development time and allow me to begin implementing some of the more interesting game functionality. What you are looking at in the image below are the LUA script definitions for an in-game NPC, the Minotaur. These script files define not only the important data of the NPC (its name, image file, level, etc.) but also the behavior of that NPC. This will allow me to do all sorts of cool things, like defining custom behavior for super tough boss NPCs, or, say, scripting a special shopkeeper NPC for one of the city hubs.  Stay tuned for more updates and information early access and testing opportunities!  Myles, Henry and Xeno 3 Link to comment Share on other sites More sharing options...
General Awesome Posted October 15, 2017 Author Share Posted October 15, 2017 Here's some scripted dialogue in action! Â Â Ranqe, Refur, Agoraphobic and 1 other 4 Link to comment Share on other sites More sharing options...
Ranqe Posted October 15, 2017 Share Posted October 15, 2017 Glad you picked this back up and are back on the computer more now! Great work man! Looks awesome and came super far from when I saw it a long time ago! General Awesome 1 Link to comment Share on other sites More sharing options...
General Awesome Posted October 17, 2017 Author Share Posted October 17, 2017 Today's update is a little different. Recently, the Ruinic team picked up an absolutely fantastic composer who is going to be working on a various musical pieces for the game. He's already started on the first one for the starting town, which I think sounds pretty great. You can listen to a sample of it below. Â Â Refur, Myles, Xeno and 4 others 7 Link to comment Share on other sites More sharing options...
Xeno Posted October 20, 2017 Share Posted October 20, 2017 Project is coming along well. Keep up the fine work. General Awesome 1 Link to comment Share on other sites More sharing options...
General Awesome Posted October 23, 2017 Author Share Posted October 23, 2017 The new website is up, check it out at https://www.ruinic.com  Myles, Alexoune001, Ranqe and 2 others 5 Link to comment Share on other sites More sharing options...
General Awesome Posted November 3, 2017 Author Share Posted November 3, 2017 https://www.ruinic.com/about.php  New About & Media sections on the website have been implemented. This is a WIP, especially the About page, but please let me know of any issues or suggestions! Ranqe, SkywardRiver and Myles 3 Link to comment Share on other sites More sharing options...
General Awesome Posted November 6, 2017 Author Share Posted November 6, 2017 New progress with the Intersect interface. Also implemented a loading screen. Courtesy of @Aesthetic   dxxknight, Ranqe, Myles and 2 others 5 Link to comment Share on other sites More sharing options...
General Awesome Posted November 18, 2017 Author Share Posted November 18, 2017 I've been busy working on the editor suite through which much of the content for Ruinic will be developed. I'm really happy with it so far, especially since the potential to use these tools to develop further titles is very well there. Â Most recently, I've gotten dynamic layers to work. This allows me to create specialized layers for each map, on the fly, without changing anything in the source code. This will be super useful from a mapping standpoint, allowing for much more complex and lively world creation. Â Just another screen shot of script editing working in the game engine. These scripts will drive the majority of game play. Â Finally we have perhaps my favorite addition: map objects! These little buggers allow me to create custom objects in the map which I can animate and hook up to scripts which customize their functionality depending on player interaction (collides, interacts, leaves, enters) or some other general functionality. Richy , Refur, Xeno and 1 other 4 Link to comment Share on other sites More sharing options...
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