Mythruna
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31  Development / Features / Re: High Level Roadmap on: December 27, 2018, 04:46:20 PM
Shocked

Mythruna will be really SU-PER !
Seriously, If Mythruna contains all these things. It will be interesting for many players.
I'm so excited to test the final version.
Good Adventure !

is the roadmap still active?!! What is done meanwhile?? Thanxs for infos!

In a way... probably the order has changed a bit since I've changed how I develop.

Hopefully some nice progress this new year but we'll see.  The last time I hinted at that a few weeks ago the next day I got slammed with entirely new life issues.

Time to start giving life the curveball, tell everyone that the next update will arrive in ten years and trick it into giving you time instead.

That's how it works... right?
32  General Category / General Discussion / Re: Mob Idea Discussion on: December 13, 2018, 02:53:06 PM
I want a Marachara pet!

It will live on your front porch and rattle at those darn kids on your lawn.
33  Development / Blog / Re: Big Foundational Progress on: December 12, 2018, 12:59:44 PM
I'm glad you're developing in a way that best suites your schedule. Also seeing those guys flopped on the floor in a shrugging position is some /r/meirl material.

I want this to be a spell.

It just petrifies people into an eternal shrug.
34  General Category / General Discussion / Re: Mob Idea Discussion on: November 28, 2018, 01:07:05 PM
Gore

A gore is a slime-like undead formed of blood, viscera, bone fragments, and any other flesh that may be too damaged or incomplete to be raised as fleshwelds or in use with amalgamated undead. While costly to raise and maintain, these creatures are incredibly difficult to kill using melee combat, with many gores able to recombine even after being hit by powerful explosive blasts. depending on their composition, they may have a number of abilities, like spraying acid, expelling flammable toxic gas, or even launching bone shards at opponents. Getting too close to a gore can have even more dire and horrific consequences, as they can latch on and begin asphyxiating and invading combatants(naturally, this will result in severe illness later). They are easily repulsed using magic at that stage, but a quick reaction is key to surviving these rotten masses.
35  General Category / General Discussion / Re: Chat Lounge on: November 08, 2018, 10:40:55 AM
Here's a video exploring a lab about 2 miles under the earths surface. It has some interesting tidbits about the effects of being deep underground that might be neat to explore as gameplay mechanics.
36  General Category / General Discussion / Re: Chat Lounge on: November 02, 2018, 12:02:59 PM
I could help stem the tide if you're at all interested. I still check the forums almost daily despite how barren it's been lately, and given your state of affairs, your time is a good deal more precious than mine. I think I'll get email notifications set up on here regardless.
37  General Category / General Discussion / Re: Chat Lounge on: November 02, 2018, 07:47:28 AM
So what you're saying is, active users contribute to the spam. ;c
38  General Category / General Discussion / Re: Chat Lounge on: November 01, 2018, 09:55:01 PM
Is it just me or do the bot posts tend to be made directly after legit users post?
39  General Category / General Discussion / Enthal range on: October 31, 2018, 08:24:54 AM
Enthal is a previous concept of mine that relates to the precise control of magic energy. This is going to be somewhat short.

One's ability to control magic originates in the body(disregarding the origin of the energies themselves); the energy inside the caster is presumably the most precisely controllable. The fields they create outside of their bodies, however, should be much harder to precisely control, especially as distance increases. This is important because it would mean that as magic energies are distanced from the caster, regardless of their intention, that energy will trend toward behaving as it would without any interaction; heat based magic should begin to disperse into searing clouds of flame as it gains distance, even if the caster created a dense fireball, for instance. This can be circumvented to a point by maintaining a circuit-like field connecting the caster to what they conjure, but I can imagine that would become incredibly taxing at great distances.

With this in mind, disposable magic circuits would be exceedingly important for maintaining long range spells, as even specific training for enthal would have distinct limits. On that note, it would be quite interesting if it were possible to create magic circuits that functioned like transponders which could be projected with a spell and communicated with to a degree (eg a circuit that maintains the cohesion of a fireball, but also responds to specific energy blasts that would cause the fireball to explode instantly instead of dispersing or detonating on impact).
40  General Category / General Discussion / Re: Chat Lounge on: September 24, 2018, 02:25:53 PM
Quote

All of this is worth looking at.  It's just that on blocks, it always messes up at the corners/edges

I can confirm. It's definitely subtle, too, like you said, but having had a taste of it it's hard to return to 'flat' textures, even with pbr and normal maps.
41  General Category / General Discussion / Re: Chat Lounge on: September 23, 2018, 10:04:21 AM
POM is parallax occlusion mapping(It's usually bundled with self shadowing when applicable). Basically, POM lets you apply a surface map that the game will render in quasi-3d, despite the surface actually being flat. There might be a more efficient alternative in hardware tesselation, but I don't know enough about it to say. Here's a vod of it implemented in jmonkeyengine.
42  General Category / General Discussion / Re: Chat Lounge on: September 22, 2018, 07:25:36 PM
Neat stuff, especially the PBR, as I've had some experience with it in Minecraft and can't be happier; it really brings the world around you to life. On the note of surface mapping, is there any plan to include POM or native POM support for Mythruna in addition to that? It's my understanding that POM is already implemented in jmonkeyengine with the main issue being performance. Would be nice to see the world with that kind of depth at any rate, even if I lose some frames.

The puzzle game seems neat, certainly nothing I've seen before. I can see there being different elements like charged tiles that send out more units, one way circuits, and maybe even pathways that can only be unlocked by charging certain tiles to a certain point.  It would make for a pretty cool timesink... but then again so would Ethereal Space... or anything else that gives me an excuse to throw money at you. ;p

Also I dont emember if I asked you this before, but I've been using SEUS shaders on Minecraft and colored shadows have completely spoiled me. Are there plans for certain translucent blocks having colored shadows at all?
43  General Category / General Discussion / Re: Chat Lounge on: September 21, 2018, 05:35:07 AM
So how are things going Paul?
44  General Category / General Discussion / Re: Chat Lounge on: September 20, 2018, 04:38:35 AM
This would be a neat weapon.
45  General Category / General Discussion / Re: Mob Idea Discussion on: September 18, 2018, 06:15:03 PM
Hecatoncha Cumula

Hecatoncha Cumula, once known as the titan sky king. When the shattering happened, he remained whole, but fragmented all the same. The sky king became an unwitting scourge, cursed to walk in unending storms, driven to insanity and equally unending rage and desperation by the perpetual chaos.

The hecatoncha cumula is a truly mammoth unshattered so fragmented that its travels bring with it a massive and devastating storm system. Its movement is predetermined and consistent between worlds, as with other unshattered. The main body of this creature appears to be a tempest of ethereal hands, with the fragment entity that is in this world being the only part that attacks(To jog anyone's memory that forgot, unshattered are creatures that exist and overlap within a transdimensional space. One version of the hecatoncha cumula exists in every world, but it bleeds into other worlds and creates an ethereal afterimage in other worlds. They behave similarly enough between worlds that they always share roughly the same space, however, only the iteration native to your current world would know to target you specifically.)

The Hecatoncha Cumula's body that the player would face off against is seemingly avian, with humanoid characteristics but considerably less 'human' than his counterparts within the avian race. In his time, he may have been mistaken for a dragon when in flight, but the devastation he brings with him now is far graver. He is among one of the most powerful unshattered, and may himself be ascended into godhood for his power.

The Hecatoncha Cumula is a great example of what the anomalous effects of being an unshattered may bring with it, as a display of sheer power.

The hecatoncha Cumula is able to strike out with its hands, of course, using sweeping strikes that phase through the land and tear apart anything living it passes through. At range, he sends out afterimages of his claws, which are sent out as projectiles. As they travel, begin to dissociate into a number of projectiles 'vibrating out' of the main afterimage. As they begin to vibrate like this, the electricity fades but their destructive  potential greatly increases, and they degrade structures and harm living targets even more extensively, more dissociated projectiles also causing more widespread damage to the player. He can charge this attack with open hands, accumulating electricity on his claw tips which will cause bands of chain lightning to leap between the afterimages and scorch the area nearby.

He can also throw punches that as a melee attack cause devastating concussive blasts and environmental damage; the damage to the player should be fairly obvious. At range, the punches are thrown and form a chaotic fist projectile that is dissociated, and leaves behind a trail of a dissociation aura which causes light damage. Like with the claw afterimages, the fist doesn't cause blunt damage, but rather shreds your insides as it passes through you. Although it may be possible to survive the initial contact, the resulting explosion is considerably less survivable. Afterimages of the fist will also burst outward with the concussive blast. The dissociation trail left behind begins detonating in to rending blasts from the fist. Punches can be charged to function as ball lightning as well, arcing to nearby surfaces and causing moderate AOE lightning damage. Additionally, charged fist projectiles send out debilitating pulses of electricity on impact, which can be avoided by getting in the air.

He can poke his head out of the tempest and deliver a powerful, charged gale in any direction. This can be avoided by hiding behind a block, and can create charged areas. Getting caught in the gale can cause paralyzing electric damage, and will throw you back. If you hit a block in the process, you'll end up taking considerable blunt damage.

Charged areas are spaces that will attract lightning strikes, are targetted by his electric magic, and can be seen in the form of sparks flying off of metal equipment, or possibly arcing between water droplets.

He can beat his wings, creating additional, smaller tempests that will draw players in and hold them in the air. Lightning strikes can electrify these tempests, and players held inside tempests are prioritized to get hit by lightning. One can free themself from a mini tempest by using some sort of concussive magic or item inside to disrupt the winds.

Finally, he can charge the main tempest itself, drawing electricity into it from the surrounding clouds before sending out a devastating shockwave of electricity in several forms; a slow chaotic electric wall that can be avoided similarly to the gale(though unless you're underground the electricity will still arc and hit you a bit), and several paralyzing pulses that pass along the ground, creating charged zones as they expand outward.
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