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Silkroad Online in Unity 3d - Progress
Discussion on Silkroad Online in Unity 3d - Progress within the Silkroad Online forum part of the Popular Games category.
09/12/2019, 04:30
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#106
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elite*gold: 350
Join Date: Aug 2015
Posts: 2,005
Received Thanks: 1,193
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Quote:
Originally Posted by Guar_dianS
Um depends. The following is already working.
+ Login System
+ Character create ( only 1 design tho (china adventure man ) )
+ Spawning on world
+ Npc spawn ( Quests system works , still basic but works. ) , ( Merchant system works as well , basic but works )
+ Mob spawn ( aggro and walk around works. Simple aggro hit attacks )
+ Simple Guild system ( started actually working 1 week ago , still basic tho lol like really basic functions )
+ Character simple point and click hit attack
Whats not working yet or have a system in place that works even basic.
- Animations for skills
- any skills lol
- skill tree system
- Jangan town ( still in the works , not sure how long this will take ) , currently everything is on an empty map world for testing purposes.
- Everything else that is not in the ( working section above )
So i could let you guys login. But it'll probably look blah :P . Maybe i'll put something together to show its working blol
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sounds good be sure to show us good footage
good luck
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09/12/2019, 12:42
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#107
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elite*gold: 0
Join Date: Apr 2016
Posts: 289
Received Thanks: 67
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Quote:
Originally Posted by Guar_dianS
Um depends. The following is already working.
+ Login System
+ Character create ( only 1 design tho (china adventure man ) )
+ Spawning on world
+ Npc spawn ( Quests system works , still basic but works. ) , ( Merchant system works as well , basic but works )
+ Mob spawn ( aggro and walk around works. Simple aggro hit attacks )
+ Simple Guild system ( started actually working 1 week ago , still basic tho lol like really basic functions )
+ Character simple point and click hit attack
Whats not working yet or have a system in place that works even basic.
- Animations for skills
- any skills lol
- skill tree system
- Jangan town ( still in the works , not sure how long this will take ) , currently everything is on an empty map world for testing purposes.
- Everything else that is not in the ( working section above )
So i could let you guys login. But it'll probably look blah :P . Maybe i'll put something together to show its working blol
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OMG... very good. keep going
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09/27/2019, 05:40
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#108
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elite*gold: 0
Join Date: Nov 2012
Posts: 157
Received Thanks: 52
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Quote:
Originally Posted by hoangphan7
OMG... very good. keep going 
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Heres is a quick OLD OLD 6 months old video of very early stage development.
Were using some basic sro interface and some public released interface in this video.
Team does not want to release a current video , so they approved a old early early vid to be release to show proof (atleast of the server side stuff )
Follow the following link to submit a request form for our closed alpha beta.
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09/27/2019, 07:59
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#109
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elite*gold: 0
Join Date: Feb 2017
Posts: 189
Received Thanks: 120
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Quote:
Originally Posted by Guar_dianS
Heres is a quick OLD OLD 6 months old video of very early stage development.
Were using some basic sro interface and some public released interface in this video.
Team does not want to release a current video , so they approved a old early early vid to be release to show proof (atleast of the server side stuff )
Follow the following link to submit a request form for our closed alpha beta. 
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Look nice
LMAO
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10/03/2019, 15:43
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#110
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Join Date: Nov 2012
Posts: 157
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Quote:
Originally Posted by sonzenbi
Look nice
LMAO 
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lol thanks a lot , im trying to convince team to release a more current teaser
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10/07/2019, 12:59
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#111
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elite*gold: 122
Join Date: Mar 2013
Posts: 461
Received Thanks: 192
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You stream on twitch right? If so I have been following you from the start absolute beast can't believe someone has the patience to do this.
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10/10/2019, 17:54
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#112
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elite*gold: 0
Join Date: Jan 2012
Posts: 19
Received Thanks: 3
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good work
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11/23/2019, 03:12
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#113
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elite*gold: 45
Join Date: Apr 2013
Posts: 37
Received Thanks: 4
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great job
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11/23/2019, 19:52
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#114
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elite*gold: 350
Join Date: Aug 2015
Posts: 2,005
Received Thanks: 1,193
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cancelled? rip
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11/27/2019, 21:56
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#115
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Join Date: Apr 2009
Posts: 192
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this project is way more important than all the pserver copies we get. if this was supported, we could create a replica version without the bugs and a better way of creating custom **** and of course more modern!
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11/27/2019, 22:40
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#116
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elite*gold: 206
Join Date: Oct 2009
Posts: 7,260
Received Thanks: 2,930
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If they were serious with that project they
would not have used Unity Engine.
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11/29/2019, 00:57
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#117
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elite*gold: 350
Join Date: Aug 2015
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Quote:
Originally Posted by fenster3000
If they were serious with that project they
would not have used Unity Engine.
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I honestly don't think Unity was the reason it got cancelled.
You can convert objects and build worlds all you want but when it comes to actual game logic it's not that fun doing it solo or at least without hype men around your discord server
Quote:
Originally Posted by HadokenV2
this project is way more important than all the pserver copies we get. if this was supported, we could create a replica version without the bugs and a better way of creating custom **** and of course more modern!
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idk about that
every similar project died never to be heard of again
if they change current sro it won't be sro anymore i wouldn't play silkroad with better graphics or a newer quest/job system i would go to isro for that
a lot of servers created custom "****" but they all closed withing 2-3 months except a few
and most of their "new" content is just a bunch of windows showing stats and clickable buttons so nothing that would make the game better IMHO
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11/29/2019, 18:16
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#118
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elite*gold: 206
Join Date: Oct 2009
Posts: 7,260
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Quote:
Originally Posted by B1Q
I honestly don't think Unity was the reason it got cancelled.
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Sure it was not. But that was not my point.
OP chosing Unity for that project pretty much confirmed that he did not know what he was doing. My guess is that Unity is the only engine he knew at that point. Someone with more knowledge would not have used Unity for that project. Then he imported stuff from the "classic" game to the new engine. And et voila... "Look at my project1!11!".
While importing stuff to the new engine can be done without any greater experience everything else requires way more knowledge. Which he (obviously) does not have. In the end that is the reason why you stopped hearing from that guy. He was too embarrassed to admit that he does not know **** about what he was doing. That is whe said "missing volunteers" were the reason. Everyone who could have helped knew that project would fail sooner or later due to engine limitations. Who knows how this project would have turned out if OP had any knowledge + would have used a better fitting engine.
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11/29/2019, 22:41
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#119
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elite*gold: 350
Join Date: Aug 2015
Posts: 2,005
Received Thanks: 1,193
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Quote:
Originally Posted by fenster3000
Sure it was not. But that was not my point.
OP chosing Unity for that project pretty much confirmed that he did not know what he was doing. My guess is that Unity is the only engine he knew at that point. Someone with more knowledge would not have used Unity for that project. Then he imported stuff from the "classic" game to the new engine. And et voila... "Look at my project1!11!".
While importing stuff to the new engine can be done without any greater experience everything else requires way more knowledge. Which he (obviously) does not have. In the end that is the reason why you stopped hearing from that guy. He was too embarrassed to admit that he does not know shit about what he was doing. That is whe said "missing volunteers" were the reason. Everyone who could have helped knew that project would fail sooner or later due to engine limitations. Who knows how this project would have turned out if OP had any knowledge + would have used a better fitting engine.
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I honestly thought he used Unity because of C#
I mean I wouldn't use Godot or Lumberyard (with C# 3rd party extensions)
and yes i do agree that importing models is nothing
systems you would think of as very basic and easy to implement might take you weeks even months with C# it's just how it is MMORPGs are very large and not something a designer with no programming experience should be doing
What engine limitations are you talking about?
so far Unity has been the best engine to work with if you want to get results fast
and now with the new DOTs system there's no way you can ignore how powerful Unity is
EDIT: you do realize there are successful MMOs made with Unity right?
EDIT2: Silkroad Mobile is also made with Unity lol
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11/29/2019, 23:35
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#120
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Join Date: Sep 2014
Posts: 625
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Forget Unity. It is not capable of rendering 500+ players spamming skills (unique fights, job wars). It is designed for other purposes. That's one reason why many MMORPGs are doing their own thing.
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