Mage Online Ogre3D based MMOG

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assalier
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Mage Online Ogre3D based MMOG

Post by assalier »

Hi All,

I though it's time to demo the game I have been working on for the last 4 years.

First of all, huge thanks for the Ogre Team for their awesome 3D engine, and thanks goes to Xavyiy for his SkyX addon.

This is a fantasy themed game, where adventurers must spend time crafting, gathering, trading and exploring in order to advance their skills to be able to claim and rule areas.
Keep in mind, this game is still in development, and 2d/3d graphics are made by the programmers :)

It is also non-profit, free to play (no online shops), and will stay like that.

Our official website is at: http://mage-online.com

You all are welcome to give it a try, and give us feedback!

- Frank

Finally some pictures. If you are interested, you can find more pictures at: http://www.indiedb.com/games/mage-online
mageonline1j.jpg
mageonline2j.jpg
mageonline3j.jpg
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Last edited by assalier on Tue Jan 14, 2014 5:07 pm, edited 1 time in total.
xelon
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Re: Mage Online Ogre3D based MMOG

Post by xelon »

Good job, looks like a solid project with a lot of time spent on.
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Klaim
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Re: Mage Online Ogre3D based MMOG

Post by Klaim »

Well done, will take a look (installing right now)
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Re: Mage Online Ogre3D based MMOG

Post by Klaim »

Well... was killed by an army of spider following me :mrgreen:
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assalier
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Re: Mage Online Ogre3D based MMOG

Post by assalier »

Thanks for testing! I was told the first 5 levels are really tough :) When i'm around i will buff you up a little.
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Klaim
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Re: Mage Online Ogre3D based MMOG

Post by Klaim »

The real difficulty was certainly a bug: I couldn't attack. I had the attack icon visible, a spider selected and clicked on attack but nothing happen.

By the way, it's not a good idea to put armeis of monsters just next to the spawn point of new players. I would recommand moving monsters far, so that it don't look strange that I'm followed by tons ofmonsters but the city guards do nothing to help me (well, that was hilarious at least).
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assalier
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Re: Mage Online Ogre3D based MMOG

Post by assalier »

Thanks for the feedback, i have adjusted the early adventuring levels.
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nevarim
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Re: Mage Online Ogre3D based MMOG

Post by nevarim »

great work :D
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
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Re: Mage Online Ogre3D based MMOG

Post by DarkScythe »

very nice, graphics are impressive for a programmer...
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assalier
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Re: Mage Online Ogre3D based MMOG

Post by assalier »

Hey thanks for the nice graphics words!

I'm really proud that i didn't give up on modelling :P
Basically it took me a whole year to learn blender animations/rigging - not to mention making the tools to slice up the models, so the players can dress up :)

As for the human models i learned lot from the Makehuman project. The 2d texture for the human models are borrowed from Makehuman examples.

The only upsetting part with Blender is that it's very easy to crash it :D
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Zonder
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Re: Mage Online Ogre3D based MMOG

Post by Zonder »

Had a quick go last night a couple of observations

* You need cool down times on the action bar. (You have no idea if the buttons are working or not)
* Need to improved player movement to make it more natural.
* Q & E are usually strafe not A & D. Suppose this might vary depending on keyboard type I am using qwerty.

It is looking quite functionally complete just needs some polish I am very impressed :)

I did see someone else online as well Fairlight who is in the screenshot above :)
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assalier
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Re: Mage Online Ogre3D based MMOG

Post by assalier »

Thanks Zonder!

You are absolutely right, I will fix WSADQE controls!

Wish i had more talent at animating. In theory the animation handler is capable to play strafe/turn animations, but first, i would need someone to make the anims first.

There are cool down timers for actions/spells. There is activation timer, which is followed by the cooldown. I guess i could add numbers to the icons. It should be easy, i will test this.

Yes, there are ~1200 items (all can be crafted) for the first 35-40 levels. We are adding new spells/items/recipes on the daily basis.

We only have around 40 active players, it's not a huge crowd :)
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Klaim
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Re: Mage Online Ogre3D based MMOG

Post by Klaim »

Wish i had more talent at animating. In theory the animation handler is capable to play strafe/turn animations, but first, i would need someone to make the anims first.

Just make the character walk normally while straffing, no need to have special anims immediately, you can add them later.
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assalier
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Re: Mage Online Ogre3D based MMOG

Post by assalier »

Thanks, the player controller is fixed now.

Indeed i got so much used to how it was before, I didn't realize it might be annoying for others :)