HomePortalFAQMemberlistRegisterLog in
NRscape: Coming Soon™ (?)

Share | 
 

 NRscape Updates: Part 1

View previous topic View next topic Go down 
AuthorMessage
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: NRscape Updates: Part 1   5/15/2014, 7:41 pm

NRscape [718/742] Updates List:

Week I: 5/11/14 - 5/17/14: Files Management (SO MUCH STUFF TO DO)
Week II: 5/18/-14 - 5/24/14: Files Management, Morning's Wood Part 1
Week III: 5/25/-14 - 5/31/14: Stuff
Week IV: 6/01/14 - 6/07/14: Not Much
Week V: 6/08/14 - 6/14/14: Arrav, Damis & Crew, KKK, Specials, & Emotes
Week VI: 6/15/14 - 6/21/14: Jamal, Dungeoneering + Other Skills, Early Gameplay, & Boss/weapon Changes
Week VII: 6/22/14 - 6/28/14: More Content at Home, The Last Jew, & Preparations for Beta
Week VIII: 6/29/14 - 6/30/14: Preparation for Server Launch

My posts below go into these updates in more depth.


Last edited by Geo on 6/25/2014, 3:59 pm; edited 22 times in total
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: Re: NRscape Updates: Part 1   5/17/2014, 11:45 pm

This 1st week was productive, but not much actually happened (updates wise). I'm still getting used to the revision (since I was only familiar with 562 up to this point). I tried to replicate the old train area as best as I could, but I've gotta tweak the objects a little. On Saturday (i.e. today), I worked a lot on the new home. I wasted so many hours on this because I didn't know what objects to use, so I ended up looking through the list and going through at least a hundred objects. I didn't even do any of the code for this area yet (i.e. the requirements to enter each zone). It's different from the old home, but it's supposed to have a lot of the same features. I did other things, but nothing really major. I actually added some amusing dialogue (it's racist but funny). I think I'll be adding a lot of easter eggs in places where no one would think to look. Unlike other servers, I try to provide a lot of humor.

Files Management: What does this mean? Well the source I'm using has a lot of great stuff, but I don't really care for it. e.g. a bunch of agility areas, this prestige system, lots of other skilling related things, a bunch of minigames, etc. I don't really care for most of this stuff though. That's why I'm trying to get rid of all of it (I probably should've used another source, but it's too late now). I've gotta change all the shops, a lot of the npc dialogue (yes, it's going to be incredibly stupid), all of the object options, and so much more. Next week is probably going to be more files management, but hopefully it'll be the last. Then I can start the real updates.


Last edited by Geo on 6/25/2014, 4:00 pm; edited 1 time in total
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: Re: NRscape Updates: Part 1   5/24/2014, 1:10 am

The 2nd week was not nearly as productive. I only put in 4 days of programming to use during the week. One of the first things I did was look through all the code pertaining to objects, check them, and get rid of what I didn't need. It wasn't fun. I also did the same for some of the code pertaining to NPCs. I also attempted changing the cache but failed (the cache that came with the source is garbage). I did other things, but they're not sticking out in my mind right now. I guess the highlight of this week's updates was the quest: Morning's Wood Part 1. I wanted to see if I could pull off making a quest and it wasn't too bad. This has opened up so many possibilities. There's definitely going to be a quest involving the Jews. "The Jews are going to kill Jesus!" Anyway, here's a video featuring this new quest. I also wanted to assure the players that NRscape is actually coming back; there's no proof better than this. Enjoy the laughs.



Last edited by Geo on 6/25/2014, 4:00 pm; edited 1 time in total
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: Re: NRscape Updates: Part 1   5/31/2014, 6:10 pm

The third week was mainly little things. I'm at the point where I'me asking myself, "What should I do next?" I think I'm done with files management for the most part so it may be time to move onto adding bosses. I haven't started any yet though. I set some drop rates and placed some bosses (since I deleted all of the packed NPCs). Also, I removed risking items altogether. As far as I know, it's impossible to lose anything unless you drop the items yourself (pvp is always safe, no items ever lost on death). I also changed the home back to where it was on the 562/657. And no, I haven't actually added any of the code for this place yet. I did give some of the NPCs more random dialogue though. I finally figured out how to change my secondary hair color (as the green suggests). Unfortunately, it's only useful for me since I won't be opening up any hairstyles that allow primary/secondary color to normal players. Maybe next week will be more productive.



EDIT: I also figured out how to add passive special attacks


Last edited by Geo on 6/25/2014, 4:00 pm; edited 1 time in total
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: Re: NRscape Updates: Part 1   6/2/2014, 2:39 am

Just like I thought, I didn't accomplish much this week. I played around with the cache (I finally know how to add customs) and looked through a couple hundred render ids.




It looks like guns are coming to NRscape  Cool

Just so that this week wouldn't be a complete waste of time, I added the skilling area's objects. 90% of training on this server is autoclicking  Cool  Prayer, Herb, & Slayer are going to be insanely slow though (I guess you could call that the trade-off). I know I've got another day, but I've got other things to do tomorrow. Hopefully I'll be able to spend more time on the updates sometime next week.



Yeah, those are 6 barrels. I didn't know what object to use for some skills so I just chose clickable barrels for them. My laziness is showing  Cool


Last edited by Geo on 6/25/2014, 4:00 pm; edited 1 time in total
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: Re: NRscape Updates: Part 1   6/12/2014, 9:45 pm

The fifth week was productive but not as productive as it could've been; I had some other things to do over the past few days. I couldn't continue working on the server until the 12th. On that day, I downloaded the Noszscape source and converted all of those emotes to be compatible with 718 (apparently the owner used my source as a base so all of my racist stuff was in there). I also took out some of the boss code (Dess, Damis, Arrav, and Koschei). The only one of these four that's actually complete is Arrav. Converting the bosses shouldn't be too hard.



Remember all those emote commands? ::terrorist, ::porno, ::nazi, ::nonyell (and a lot more)? They're all back Cool The server's on its way to becoming the ghetto place it once was. I'll probably be adding a whole ranking system (the benefits will only be cosmetic though). I added a special for primal longsword (its count variable is shared with the the primal rapier). I also added a special for the primal maul and 2h (their count variable is shared but separate from the rapier/longsword). The maul and 2h special is 3x normal damage since they're slower (might be OP but that's alright). Anyway, here's a video of Arrav in action.



I have a feeling it's going to much harder for normal players to kill him. I set my combat stats to 200 and was using OP gear that only I can wear (death lotus, the cape, daggerfist claws, and the gloves). If definitely needs an HP boost though; it's a boss that's meant to be fought in a group. Don't expect the Arrav in the final game to be the same as this one. Here's another video. This one's of the new Damis.



If it weren't for my OP defenses, I would've died pretty fast. Considering I hit over 2k with the primal 2h spec, you could 1 hit Damis' 1st form. I might be giving the NPCs involved an HP boost since it's a group boss. Other than that though, everything else should stay the same. Although they only dropped bones in the video, they'll be dropping the gems as well. You'll need them to gain access to certain spots (e.g. the 4 zones at the home and the place with the altar that makes prayer MUCH easier). Now here's a video of my replacement for Koschei.



Koschei was nulled so I ended up creating a whole new NPC instead (i.e. a custom). He'll drop the primal rapier (I think). Again, if it weren't for my OP armor, I would've died quite quickly. Normal players are probably screwed (well whoever's tanking is anyway). His vengeance is basically a timer free version of a normal player's. He can spam veng but we can only use it every 30 secs Cool He can also eat (he didn't eat as often as I'd hoped so it looks like I've gotta buff up the eat rate). He's wearing steel equips along with 2 cool swords sheathed and an attack master cape. His weapon's a VLS (doesn't drop it though). Here's a picture of Forrest in resizable mode. I found the sword models while looking through the cache and thought, "These look cool." So I decided to give them to a random boss.



I think this wraps up this week's updates (all of which I completed over the course of 3 days). What's next? My version of the skills: Dungeoneering, prayer, herblore, and slayer. I'm still deciding whether or not I want summoning to be hard to train.


Last edited by Geo on 6/25/2014, 4:00 pm; edited 1 time in total
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: Re: NRscape Updates: Part 1   6/15/2014, 7:15 pm

The sixth week Cool



Dungeoneering on this server is basically one huge grind. After level 100, you unlock a powerful boss every 5 levels. Along with the drops from the tier 4 NPCs, they're meant to keep you motivated. Also, I've changed some of the skills. Herblore and slayer have received their own objects at the skilling zone. The slayer object stops giving XP at a certain level though. That's the point where it turns into a huge grind. All the combat objects give 1250 XP per click (around 7.5m xp per hour). However, they stop giving XP once you reach level 92. Dungeoneering, prayer, and slayer are the "hard" skills on this server. You get 250 XP per each bone buried; that's around 300k XP per hour. Using a gilded altar, however, you only get 175 XP per bone used. This is because the XP rate goes up to 1.2m per hour if you know what you're doing (if you know what you're doing).

I got rid of the ice blocks at the home. Instead I decided to add a gem collector. The player sacrifices each of the gems obtained from the desert treasure bosses and gains access to certain places. Sacrifice 1 and you can start dungeoneering. Sacrifice 2 and you can fight Arrav. Sacrifice 3 and you can fight the KKK's leader. Sacrifice all 4 and you can access the prayer place.



These 4 custom NPCs will act as the dungeoneering bosses (1 unlocked every 5 levels after 100, i.e. 105, 110, 115, 120). These will be bosses that the player has to fight on his own. These bosses are going to be quite different from other bosses. Jamal is supposed to be relatively weak but if his bullets penetrate you, you're dead. It's going to be a boss all about dodging. I can say for a fact that all four of these will not be playable at the time of beta. And yes, I realize that Thanatos' head model has an issue. Here's a video featuring Jamal.



If you use a ranged weapon, it's actually a pretty fun battle. You don't run around very often like this during boss battles. If you use a melee weapon, it's boring. The submachine gun is the reward for killing Jamal. I have a feeling it's OP, but that's alright. Eventually I'll address all of the OPness and begin the nerfing. As for Early Gameplay, it refers to what people do to start out on NRscape. I added specific areas for beginners to kill NPCs at. I updated the starter (1 for each combat stye). I added two shops to cover all player needs too.

Arrav and Nathan now have new areas. Starting the battle works like the Nex room at god wars. Arrav has a chance of healing 5k hp when below 12.5k hp (can only do it once though). Also changed some of his other attacks a bit. As for Nathan, I also changed some of his attacks. I also gave him an ultimate attack that takes away all hp except 1 of those nearby. Is it OP? Of course, but it's a one time usage attack. If no one in the group dodges it, all the progress you made is gone. Both bosses also received a damage cap of 1,000 (i.e. you can't hit over 1,000 on them).

Primal weapons no longer work as they once did. Instead of having a variable increase with each hit. It's now completely random. The special attack is more likely to occur when you're using a 2h primal weapon due to the weapon's slow attack rate. Now all four of those weapons double damage randomly. Also, you only lose HP when your special attack doesn't miss. However, you still lose hp if the special doesn't do much damage.

*My goal is to now finish the server as soon as possible, this means some updates I had planned are most likely going to be implemented later (primarily the quests). Although this means less content on the release, the bright side is that there'll be more updates later on.


Last edited by Geo on 6/25/2014, 4:00 pm; edited 1 time in total
Geo
Owner

avatar

Posts : 1471
Join date : 2010-04-17
Age : 21
Location : USA

PostSubject: Re: NRscape Updates: Part 1   6/22/2014, 4:06 pm

The seventh week is basically the last week for me to perform any major updates.

My main goal this week is was to complete the achievements system. As I worked on the achievements, I experienced so much confusion because I was doing so many things at once. Due to this and the fact my way of handling the achievements was inefficient, I decided to drop the whole system together. No achievements system on NRscape [718/742]. This means the first 2 days of this week were wasted. As for the updates to the home, I blocked out 2 sections (or quadrants as I once called them) since there's way too much space. I also added a bunch of NPCs with funny dialogue. The new quest involves Jesus. Nathan received a buff: He can use his ultimate attack three times instead of only once. Lastly, I updated drop rates and readied the server for the launch of beta.
Sponsored content




PostSubject: Re: NRscape Updates: Part 1   

 

NRscape Updates: Part 1

View previous topic View next topic Back to top 
Page 1 of 1

 Similar topics

-
» charlie the unicorn PART 4
» Nimmy Part 1: The first sort of date? Not really? [p r i v a t e--To Roxanne]
» ghost recon beta UPDATES
» NFL Quarterbacks on Facebook Part 2
» Plastikente's Dark Eldar Unit Guide Part 4 - Fast Attack

Permissions in this forum:You cannot reply to topics in this forum
 :: Announcements :: News & Updates-