Prior experience with this position: I have tested multiple MMORPG servers, such as DungeonRealms and Wynncraft whilst they were in their beta stages. I have also tested out multiple smaller scale mmorpg servers.
I have also worked on another MMORPG as a Concept Designer, meaning I write quests, lore, design bosses, items and new features. Are you looking for anything similiar? I'd love to bring you some of my own work if you're interested. I can send you some examples.
Having more concept design would certainly be helpful. Everything is more or less up in the air with regards to world layout/dungeons/npc settlements/items; the only thing set down is the absolute basest of the base lore.
Send me examples if you'd like, if they're up to par I'll send you an invite to the Discord, where most of the planning happens.
IGN: CrimsonCure
Age:14
Position applying for: Alpha Tester/Balancer
Prior
experience with this position: I have only alpha tested one other
server. But don't worry, I am very well at reporting anything that seems
to be out of the ordinary and any bug I find or come upon. Also I am on
quite frequently so I will be available often. Thanks 😁😁😁😁
Noted. As stated above, closed alpha will come out when 2-3 specs from each path are complete; in addition, we'll probably wait until we have a couple of regions built (the world is split into leveled zones) and a prototype dungeon plugin developed as well as an arena pool in order to give alpha players some things to do and places to go.
Very cool, great developers doing great stuff here!
Thanks
Note that anyone applying for builder will be contacted by an architect. I'm terrible at building and they're better suited to evaluate these things than I.
Okay, so basically, when you join you pick a "race", Angels or Demons. Both have their own abilities and pros/cons. For example, Angels get 2 mana p/s, sprinting, and no fall damage. Also, gets damage in "hell", or the nether. +100XP per kill, 95XP in mining and smelting.
Demons get 1 mana p/s, 90XP per kill, 110XP towards mining and 112XP towards smelting. Extra axe, geology, and climbing skills. More kills = 2x the XP!
There's Factions for land claim, raiding, griefing, etc..But also, there's envoys, crates, auctions, duels, custom enchants, bosses and more.
Prior experience with this position: First of all I love the idea of your server as I played on dungeon realms since the first closed beta and this reminds me of it. As far as my previous building experience goes I mostly specialize in older medievel builds and rustic style structures which based of your server is what I think you are looking for? If you would like to see me test build something you can either add me on skype (codyroy) or email me at [email protected]
If applying for a developer position, can you work with Gitlab?: N/A
Prior experience with this position: I have some experience with this, although I've only been an alpha tester once or twice, I know to report bugs and that kind of thing.
If applying for a developer position, can you work with Gitlab?: 0
Gotcha.
Once we actually release our closed alpha I'll message you about it. If you've got a preferred method of contact, you can PM me details, otherwise I'll just message you on here ^^
We aren't just using McMMO and a grindy, buggy spellcrafting plugin we found on page 94 of Bukkit's free plugins.
READ: We may also be moving to an independent game after release. If you are interested in that instead, let me know.
Everything is custom-coded.
So far the core plugin itself is mostly finished and includes:
Fully functional class system. Each class can be configured with abilities, stats, scaling (e.g. how much mana they will gain for each point they invest into intellect, how much health they gain upon leveling up), what weapon type they use.
Functioning ability system, including mana and cooldowns. Abilities are not scripted or configured, they are coded individually, meaning that anything you can do with the Spigot API can be done with a skill. This includes but is not limited to flooding console with error messages.
Party system so that your abilities won't damage allies and healing/buff skills will affect them as well as yourself.
Status effect system. Roots, stuns, heal-over-time effects, burning, bleeding, slows, delayed localized thermonuclear explosions - all can be yours.
Working with skills is akin to working with a lower-level language in that you'll have considerably more freedom at the cost of having to do certain things manually (mostly just the description of the skill and its default configuration).
There is also a custom weapon system that will be undergoing a revamp shortly, as we had originally planned a tiered weapon system but are discarding it in favour of a much wider variety of random leveled loot. The main components will not change, and as such:
Weapons all use the diamond sword as a base, save for bows/shields, which require the bow/shield item to function correctly. Standard swords (of any variety) and bows are not used. This allows for a wide variety of custom models.
The type of weapon (greatsword, crossbow, scythe, reaver) determines which classes will use it. A class configured to use a spear will not make effective use of a great hammer.
Ability to deal two types of damage: magical and physical.
Ranged weapons - staves, crossbows - are configured to launch projectiles and deal damage in the main plugin.
Lore, rarity, all that stuff.
Ugly attributes are removed from the bottom of the lore. They're still there. Just invisible.
There's more, but it's been a while since I've looked at the plugin.
^ tl;dr it isn't about "gear up with full enchanted diamond gear and left click things".
There are a number of other things planned - including a proper dungeon system, an interesting quest system, and fully populated NPC cities with their own schedules.
Server will be RP-PvP oriented (that is, no safezone camping and ELO farming - PvP will hopefully largely occur from city sieges or opposing groups converging on the same location). Will not be survival mode.
Current status: 25 classes planned, ~35 skills coded and functional. There are 175 total planned.
(No, I'm not looking for developers just to slog away at doing skills for me ;p there is plenty to work on and with.)
Application:
IGN:
Age:
Position applying for:
Prior experience with this position:
If applying for a developer position, can you work with Gitlab?:
I will contact you via PM, there is no need to post your personal information here. We have a Discord we are using for planning.
The "Balancer" position is responsible for collaborating with other balancers to make sure all classes and skills are balanced numerically, meaning that they aren't useless or overpowered.
Here, have some screenshots.
***The scoreboard hasn't been updated in a long time and is being worked on - it is a carryover from a Heroes plugin addon I wrote last year and repurposed (hence the Character title). The armor stand that pops up momentarily is from HolographicDisplays, which are used for damage displays. This does not happen on our usual server, this one was hosted on my machine and my friend (recording) lives in a different country, meaning high latency.***
This is a summon skill, although since I spawned it in the middle of them it immediately switched to melee and unleashed a shockwave. Class is being reworked but the shade will still be summonable, just not directly.
First of all, there are methods on how to delete META-INF using the bin.
Second, META-INF is usually what needs to be deleted to make Forge and OptiFine work, and the fact that I cannot find it makes the situation weirder (T_T).
Thanks for your help, I'll try this!
Ah, okay. I've never had to do that, maybe because I'm using 1.7.10 and so I just get the Forge version and slap it in there because I am lazy.
I had to do stuff with the bin and META-INF back in...Beta? Yeah. It's been so long I don't even know where to find the files anymore, except for the base .jar.
I'll probably be here. Waiting. Because I have no life.
0
Bump.
0
If anyone knows a better place to post these threads, please inform me ;p
0
Bumping because we're still in need of another developer or two.
0
Having more concept design would certainly be helpful. Everything is more or less up in the air with regards to world layout/dungeons/npc settlements/items; the only thing set down is the absolute basest of the base lore.
Send me examples if you'd like, if they're up to par I'll send you an invite to the Discord, where most of the planning happens.
Noted. As stated above, closed alpha will come out when 2-3 specs from each path are complete; in addition, we'll probably wait until we have a couple of regions built (the world is split into leveled zones) and a prototype dungeon plugin developed as well as an arena pool in order to give alpha players some things to do and places to go.
0
Thanks
Note that anyone applying for builder will be contacted by an architect. I'm terrible at building and they're better suited to evaluate these things than I.
0
Still looking for alpha testers as well as developers.
0
Bump. Added some .gifs at the bottom of the post.
0
Correction - are bosses just left-click until they die?
If you're interested in another developer I'd like to discuss this a bit more, see what's planned, etc.
0
Anything planned to make it an RPG?
0
Aye. I'll add you, we'll see what you can do.
0
Gotcha.
Once we actually release our closed alpha I'll message you about it. If you've got a preferred method of contact, you can PM me details, otherwise I'll just message you on here ^^
0
Bumping, updated a bit.
0
May I ask what kind of RPG this is exactly?
Not in a position to have a look for myself right now.
0
We aren't just using McMMO and a grindy, buggy spellcrafting plugin we found on page 94 of Bukkit's free plugins.
READ: We may also be moving to an independent game after release. If you are interested in that instead, let me know.
Everything is custom-coded.
So far the core plugin itself is mostly finished and includes:
Working with skills is akin to working with a lower-level language in that you'll have considerably more freedom at the cost of having to do certain things manually (mostly just the description of the skill and its default configuration).
There is also a custom weapon system that will be undergoing a revamp shortly, as we had originally planned a tiered weapon system but are discarding it in favour of a much wider variety of random leveled loot. The main components will not change, and as such:
^ tl;dr it isn't about "gear up with full enchanted diamond gear and left click things".
There are a number of other things planned - including a proper dungeon system, an interesting quest system, and fully populated NPC cities with their own schedules.
Server will be RP-PvP oriented (that is, no safezone camping and ELO farming - PvP will hopefully largely occur from city sieges or opposing groups converging on the same location). Will not be survival mode.
Current status: 25 classes planned, ~35 skills coded and functional. There are 175 total planned.
(No, I'm not looking for developers just to slog away at doing skills for me ;p there is plenty to work on and with.)
Application:
IGN:
Age:
Position applying for:
Prior experience with this position:
If applying for a developer position, can you work with Gitlab?:
I will contact you via PM, there is no need to post your personal information here. We have a Discord we are using for planning.
The "Balancer" position is responsible for collaborating with other balancers to make sure all classes and skills are balanced numerically, meaning that they aren't useless or overpowered.
Here, have some screenshots.
***The scoreboard hasn't been updated in a long time and is being worked on - it is a carryover from a Heroes plugin addon I wrote last year and repurposed (hence the Character title). The armor stand that pops up momentarily is from HolographicDisplays, which are used for damage displays. This does not happen on our usual server, this one was hosted on my machine and my friend (recording) lives in a different country, meaning high latency.***
This is a summon skill, although since I spawned it in the middle of them it immediately switched to melee and unleashed a shockwave. Class is being reworked but the shade will still be summonable, just not directly.
Current Staff
Project Lead: Dewynion
Assistant Director: Azzezima
Manager: BlackRuins
Developers
Dewynion
NeumimTo
Architects
wildarm5
Jrr_
Azzezima
Mapping
BlackRuins
0
Ah, okay. I've never had to do that, maybe because I'm using 1.7.10 and so I just get the Forge version and slap it in there because I am lazy.
I had to do stuff with the bin and META-INF back in...Beta? Yeah. It's been so long I don't even know where to find the files anymore, except for the base .jar.
I'll probably be here. Waiting. Because I have no life.