(Updated) Krabbit Online now in Beta! KO beta v1.61

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krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Post by krabbo »

dejai wrote:If it was me I would feel more involved with un-interruptible special moves.. After call you can't stop a sword that size in mid air!! Look at wow for example you can't just stop special attacks.. :P Just some thoughts from playing mmorpgs. Also the battle music should be less pronounced.
Actually right now the fourth move in the katas is only blockable sometimes. More moves will be coming.

We may be customizing music play times/lengths/pieces in future. This is alpha. :) Also you can always turn the music down, off or add your own special mp3s to the ingame mp3 player and listen to them instead while you play.
CuteAlien wrote:Very good work. Great music, daring graphic style, a very nice font for that tutorial book and I like the general idea.
Thank you :)
CuteAlien wrote:Technically I found no problems, which is rather impressive for the first alpha :-). Most stuff I noticed otherwise was already mentioned by other people. I had for example the same problem as MasterGod and didn't finish reading one of the tutorials, as I was too busy trying out stuff. So I actually missed how to walk on walls like I did see that in your movie - need to play again to find out how that works.
The tutorial will be expanded on in the next version. Text will be more easily read and understood before moving on.
CuteAlien wrote:Yeah, I supposed so - it was rather familiar to me as Guild of Wars player. But still rogerborg has made a good point - in combat this gets irritating. And after thinking a little about it I wonder if you really need the right click to turn. In games like Guild Wars it's necessary because you must be able to control a mouse cursor additionally. But I think you have that already mostly separated and you could probably avoid all situations where a player needs to turn + use a mouse cursor at the same time.
We're thinking about an option for the player to lock the mouse and lose the cursor if they choose but would not force it on them. Tabula Rasa lost it's appeal quickly because of it's controls. For us, in hardcore PVP, or when being swarmed by monsters, having the ability to turn with the right mouse button pressed and move with the key board in any direction gives us the ability to see what's coming from any direction almost simultaneously. Monster swarms will be implemented shortly. :)

As for not needing the cursor.. that isn't so. There is a lot more gameplay about to be integrated requiring the cursor including clickable spells/power/actions, mouseovers etc. We have custom cursor icons for many things already. Just need to re-implement them.
MasterGod
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Post by MasterGod »

How about when the cursor hit the screen sides it turns in their way, e.g, you move the cursor as right as you can and the character turns in its way. About up and down only the camera looks up/down and the character starts an animation of nodding or looking up - that sounds very cool (IIRC WOW has it but I haven't played it for a long time so I might be mistaken about it).
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Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Post by krabbo »

MasterGod wrote:How about when the cursor hit the screen sides it turns in their way, e.g, you move the cursor as right as you can and the character turns in its way. About up and down only the camera looks up/down and the character starts an animation of nodding or looking up - that sounds very cool (IIRC WOW has it but I haven't played it for a long time so I might be mistaken about it).
Yep, WoW does something like that. I like it too. :)
In WoW when you move the mouse so far, just the head turns, then when you move it further the body turns and the feet shuffle into position to catch up to it. We thought about doing something like that and still may.

In the meantime, we spent the weekend putting together a new more dynamic web site and community forum for Krabbit Online. Krabbit Online.com When you come and register your free game account at Krabbit Online web site it autmagically registers you for the community forum and reserves your user name for the free to play online game.

The forum will keep players updated with coming features, fixes and updates. Thanks for all the feedback and input. We'll let you know when there's another major update and your suggestions have been incorporated.

:)
dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Post by dejai »

Nice drupal mods :D
Programming Blog: http://www.uberwolf.com
krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Post by krabbo »

dejai wrote:Nice drupal mods :D
Thx! ya, that was fun. We a team, Varmint and I. He, of course, does all the initial techie set up stuff and I make it purdy. :D

Just got the forum part sorted today so that sigs show up properly. Pretty kool integrating the forum with the web site in that way.


Web Site / Forum



:)
krabbo
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Joined: Wed Feb 20, 2008 5:11 am

Post by krabbo »


KrabbitSoft Studios Inc. releases Krabbit Online Alpha v1.06.


- Linux version is now working. Dual monitors are supported.
- ATI performance issue is fixed. Higher resolutions on cinematic displays now working properly.
- Patcher is in. Once downloading and installing KO Alpha v1.06 you need only patch to receive updated content and gameplay. Please uninstall KO Alpha v1.0 before installing KO Alpha v1.06.
- The Database File System with encryption has been implemented. Performance has greatly increased with content protected.
- Login has been moved to the start of the game. Players will receive notification if connection is closed.
- Game login & web account username and password are now synchronized. You must register at http://www.krabbitonline.com/ to play online.
- Tutorial is now multiplay. Players can join current tutorial sessions.
- Auto-join lobby when entering game is now working. Players can create a new lobby or join an existing one.
- The first Action Icons are now implemented. Players can 'left mouse click' on: 'fight/peace', 'walk/run', 'tome', 'options', 'connect / sessions' and 'help' icons to engage in play.
- Drops implemented. Buffs & Power Ups implemented. Enhance damage, increase health, enhance dexterity, increase speed, enhance defence & heal damage.
- Heartbeat and damage fx added. Animated fx on character from buffs, also.
- Imp Challenge added. Destroyable Imp castles added.
- Tome updated with Krabbit story info.
- CoOp Play implemented, team & object map gui icons implemented.
- Create instances with 'connect' icon.
- Environment texture settings implemented (defaults to medium, check your settings/options)
- Imp combat synchronized

= Tips & Tricks =

- Imps can steal spawned scribes
- Block & roll to avoid being hit
- Castles will recall Imps who stray out of bounds
- Bigger castles have more health and spawn more Imps
- To use portals you must un-equip weapon
- To read the tome you must un-equip weapon. If weapon is equipped, pedestal tome (book) will not open.

This is our first update to Krabbit Online. It is the last significant technical update which allows for much more future gameplay and content. From this point on all updates will be available through the built in patching system.

About Krabbit Online:

This is our third game and embodies the original goals of KrabbitSoft Studios to make an online, multiplayer, fun, family, krabbity game. The first was a 2D game, KrabbitWorld, in 2000, that was a lot of fun, with a moderate sized following, but we soon realized that 3D was the way of the future and took it upon ourselves to learn the tools of 3D. The second game was KrabbitWorld Labyrinth, a beat em' up, multiplayer rpg that enjoyed a lot of attention but was seriously limited by the underlying technology. Thus, we abandoned any further development on it to create a game more equal to our vision.

Krabbit Online is built on newer, more refined technology (including Irrlicht) :) allowing us to incorporate the gameplay and content expected by today's sophisticated gaming audience. New updates will be coming intermittently over the following weeks which will include Story mode - Point & Click Adventure (solo OR multiplay), PVP, Questing and Crafting, Mini games, eg. training and much more.

*A credits page has been added to our web site listing the technology (including IRRLICHT and IRR Edit) incorporated into our own. :D
Dorth
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Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

ALL of this seems wonderful, really, really nice. I really have only one complaint:

- To use portals you must un-equip weapon
- To read the tome you must un-equip weapon. If weapon is equipped, pedestal tome (book) will not open.

Why not have them auto-unequip? or have an option to have them auto-unequip?
krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Post by krabbo »

Dorth wrote:ALL of this seems wonderful, really, really nice. I really have only one complaint:

- To use portals you must un-equip weapon
- To read the tome you must un-equip weapon. If weapon is equipped, pedestal tome (book) will not open.

Why not have them auto-unequip? or have an option to have them auto-unequip?
:D

Because at this time both the portals and pedestals are activated by triggers and reside in combat zones. Thus if you are engaged in combat, pursued by tons of imps and or krabbit opponents and the dialog boxes or book pages pop up as you pass by.. you don't want to be trying to close them and defending yourself at the same time..
krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Krabbit Online Alpha v 1.21 released

Post by krabbo »

Been over a month since I updated and we've made a lot of improvements.
New maps, first section done, and we've implemented bitplane's grass node thing.
Combat controls are more instinctive.

KO Alpha v 1.21 release notes


- new font and UI styles/colours
- first area now level 1-10
- pick up magic enhanced dropped items
- imps & castle health bars, random levels
- colour coded leveled monsters
- gain & save xp, level up character
- new level up effect
- build & spend points earned
- new skill system
- build skills and attitudes
- sell items to Aya in her shoppe
- buy potions & skribes
- inventory now sortable by type
- magic items show in green text
- store items in your Closet of Holding
- equipable slots for skribes & potions
- quick keys for slots (F1 thru F6)
- numbered remaining items equipped
- mouse over castles to see level
- new content (grass, falling leaves, fire)
- reflective environment objects
- Closet of Holding in Staramia works
- minor networking fixes

If you want to check it out, download from here and reinstall over the previous version. Feedback is welcome as always.
Patcher fix coming soon.
JP
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Post by JP »

Have you had any luck with putting the game out on other platforms? Any joy with getting Sony to take you onboard?

I had a thought though, that you wouldn't be able to do multiplayer between consoles as you originally wished due to the fact that PS games have to use PSN servers (though EA managed to get their own way with Team Fortress 2 which has resulted in shite servers that rarely work! I doubt Sony will let anyone do that again! :lol:). And i'm sure Microsoft and Nintendo would run a similar setup.
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krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Post by krabbo »

I'll let Varmint answer that one, though I bet we'll just cross that bridge when we come to it. Priority right now is getting this version where we want it. :)

Optional Download Site
If you are having problems downloading from www.krabbitonline.com please download from www.krabbit.com
KO's host is having some temporary problems but krabbit.com is fine.

Thanks for your patience.
krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Krabbit Online now in Beta... KO v1.5 available for download

Post by krabbo »

Image

First release in over 3 months, we now have the beginnings of our core gameplay.

Krabbit Online Beta v1.5 Released Nov. 1st, 2008:)
http://www.krabbitonline.com


KO Alpha v 1.5 Beta release features:

- improved networking and patcher fix
- new quest system
- interaction with NPCs *future playable characters
- new content (town of Kindarel)
- new combat controls
- new combat magic system
- click to walk
- click to sit on select items
- story tomes and spell pedestals
- spellforge and 3D gui
- improved AI
- new AI classes
- new music and sfx
... and more ...



Download from http://www.krabbitonline.com/node/62

Delete previous version before installing.

Please vist Known Issues
http://www.krabbitonline.com/phpbb/view ... ?f=14&t=88
for any known bugs soon to be fixed in upcoming patches.
Also check out Overview
http://www.krabbitonline.com/phpbb/view ... ?f=14&t=81
for a comprehensive overview of what to expect and how to play.
Browse the Game Guide
http://www.krabbitonline.com/phpbb/viewforum.php?f=14
for specific instructions and details on Krabbit Online gameplay.

Thank you and enjoy!
Feedback is welcome.

Special thx to Bitplane for his grass scene node thang
Special thx to RogerBorg for his light manager thang

For anyone interested in Varmint's code architecture, check out these pics. 8)

Image

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Virion
Competition winner
Posts: 2148
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Post by Virion »

oh you got linux client, awesome~ you should announce this at linux and mac forums i'm sure the users are exhausted of games for their platforms :lol:
krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Post by krabbo »

Yes, thx, we will do that soon once we have our content to a level we are comfortable bringing on a lot of users. :)

Note:
Version is now KO Beta v1.51
We have tracked down and quashed two minor crash bugs.
If you already have KO Beta v1.5, simply patch :)
krabbo
Posts: 24
Joined: Wed Feb 20, 2008 5:11 am

Update..

Post by krabbo »

Mobs now up to lvl 25, and imp challenge now has higher lvl imps.
- chance for extended gameplay until more quests and gameplay content added in. 8)
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