Marsh wrote:The only thing our license agreement says is you can't make money off of it. Other then that you are welcome to use all our assets for whatever you like.
Love to see it when it's finished!
Omnifas wrote:From what I read/saw in the pre-alpha video, you have found some way to create a server-client multiplayer for TL2. If that's the case, there is plenty of interest/demand for such a project. Although I think the interest is in the form of a lobby based system over a Persistent World.
Omnifas wrote:Although I think the interest is in the form of a lobby based system over a Persistent World.
Henrik wrote:Our current focus is a persistent world. Out of interest, could you elaborate on how a lobby based system could be done?
Phanjam wrote:(exposing total ignorance with regard to game design) I always thought a lobby was a standard feature of any MMO, like a jump-off place, and that it could co-exist with a "persistent world" game ...
Phanjam wrote:I would love to get into a discussion about pre-game multiplayer coordination (it's my pet peeve with TL2 at the moment!), but you mentioned about defining "persistent world".
I understand "persistent world" to be a game-world supported by a particular server where visitors to the server can jump in and out of that world as they please (sorry for more ignorance). In my mind, this will suit the lone-wolf player just fine. They can come and go as they please and, if they decide to do some group-play, they can arrange that on the fly (using just in-game chat maybe).
From the above, one can argue that a lobby isn't really needed. But there may be groups of players who want to play as a group and would appreciate having on-server tools which help them coordinate themselves better. Such tools/features could be made available via a "lobby" analogy or some other pre-game peer-to-peer feature.
kakysha wrote:wow wow wow! Thats what I was looking for for 2 years! Great job, guys! Do you planning to open the source code putting it on github, for example? There are many points for it:
1) many developers playing torchlight will look through and maybe someone be involved, by forking and pulling patches to you
2) It is cool to be open source
3) You will feel much more responsibility to gamer's community
P.S. i guarantee to star and watch you repo
Salan wrote:I think the biggest thing that players wanted with Torchlight was the ability to play in a game where everyone had the same chance at the same things. Where consoles couldn't be used and game play skill would be required to gain your goods rather then the anger fit of typing a command in the console when it doesn't fall in your lap. Now Most players likely play legit, with the odd extra caveat thrown in when it suites. For instance I don't have time to farm as I mod most of my 'game time' away. So I give myself gold and then "legit" buy things with the gold.
It would be nice to join a server where the 'give myself gold' wasn't an option and I would just simply suck it up and play as the game was intended.
Now my main question for you guys is simple. How many people can be in the game at a time, in your persistent world. You could build your game in one of two ways. There is 1 instance of the world, and everyone is moving through that instance together, constantly effecting the exact same instance of the game, much like WOW for instance. Walk through a dungeon and find random player bashing on monsters. Obviously in this setup you would need monsters re-spawning much like a MMO does. and depending on your servers, it would likely work just fine.
The other way is to have a lobby system that people log into , much like diablo 3, where they connect to their characters. Then they browse a server list of 'shards' that have been created and join them and play individual instances of your "persistent" world. In this sense its persistent based on the character, and any changes you make. It would be more of a diablo3 secure server then a true MMO. BUT MMO is a muddied word these days. For instance the original guildwars used both concepts. You had your constantly running cities but private dungeon instances. Where WOW goes full persistence, and games like diablo 3 only connects players through a lobby chat, and server creations where their characters are report-ably 'safe from hacking' and persistent within their own progress.
Most people will think of the Diablo 3 set up when they consider private servers. I played Mythos alpha and Diablo 3 and Guildwars 1... They all hold their bonus's, and in the end it revolves around the restrictions of your servers and software.
which of the three styles were you guys aiming for?
Users browsing this forum: Baidu [Spider], Google [Bot] and 3 guests