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MMORPG in Minecraft - Testers & Staff Needed

3 emeralds21 replies323 views
created 10/09/2018 4:47 pm by SqueezeTheorem
last reply 11/10/2018 11:40 am

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FEcFzSS1l7o

Most recent progress video



What is SQMC?
SQMC is an ambitious server, and corresponding plugin, designed to transform Minecraft from an open world sandbox into a complete and fully functional MMORPG. The sever's plugin is developed exclusively by me, Squeeze Theorem, and is available on no other server.

Are you looking for staff, I.E. Owner/Admin/Moderator?
Yes, but many of the staff roles on SQMC will be unconventional. I'm looking for people to help me moderate the chat, advertise the server, people who can build structures on the pre-existing map, and people to help me manage forum posts/social media. Creating a project like this is a lot of work, and so having people who can help me with the non-programming stuff would be fantastic. If you interested in a position, reply to this thread with why you think you'd be a good fit.

When will SQMC be live? Can I be an alpha tester?
While I can't provide a definitive release date as the sole developer of the game, I can say things are moving fairly quickly. The first launch should be within a couple of months, and that's a very conservative estimate.

The bare minimum required for the first release is a basic set of skills and a functional combat system.

What are the core features of SQMC?
Because SQMC is an MMO within Minecraft, there's a lot to see and do. However, the game revolves heavily around skills, quests, combat, exploration, and its unique crafting system.

What skills have been added so far? What skills are planned?
The skills system has been sufficiently developed for early access, and no skills are currently being developed as a result. Skill development will resume later on. Green skills have been added and are functional, while red skills are planned.
Woodcutting
Mining
Fishing
Smithing
Firemaking
Cooking
Hitpoints
Defense
Magic
Strength
Ranged
Farming (Tricky to pull this off the way i envision it, but doable)
Enchanting

What map are you using?
Special thanks to PMC member @Moonti for creating his map "Le Monde" and for allowing it to be reused, with attribution. You can find the project here and his profile page here.

What are your plans for the game?
Green = Complete
Orange = In progress
Red = TODO
1. Program a basic set of MMO skills, and make each skill functional, even if each skill lacks content.
2. Build the game world on top of the Le Monde map, coupled with a compelling backstory.
3. Develop a coherent game design based off of the added skills, towns, and lore. Use this design to add content to skills.
4. Release the game as early access, using user feedback to refine game design, and to balance experience rates, difficulty, etc.
5. Initial release. This marks the beginning the bi-weekly development cycle, and the all-in on advertising.



How will the combat system work?
As briefly as I can, here are the pros and cons of each combat style:
Melee - Short range, high DPS, immobile. Only style able to use shields without a damage penalty.
Magic - Medium range, less damage than archers and melee, but more utility and a significant amount of mobility. Middle-of-the-road class
Ranged - Extremely long ranged, but little to no utility or defensive capabilities. Getting caught as an archer means death.

Do you plan to monetize SQMC? Will it be pay-to-win?
Mojang's new EULA puts limitations on how servers are able to profit from their endeavors. However, a Runescape-esque model, where there's a pay-to-play and free-to-play version of the game, is perfectly allowed because of how the Mojang EULA defines "server."

While SQMC will be entirely free to play in its early days, the eventual monetization method will be subscription based. This highly preferable to selling items in game, which is the most anti-fun way to profit from a game, and against the Mojang EULA.


Screenshots




























Latest development build
SQMC Indev v 0.9 - Miscellaneous updates
Added:
- Breath of life spell - Heals you for 50% of your maximum HP
- Second wind spell - Completely restores your stamina
- Take flight spell - Begin levitating for 20 seconds
- Leap of Faith spell - Jump into the air and manage to still land safely
- Twister - Damages target slightly, knocking them up into the air
- Upkommst teleport - Teleports you to the island of Upkommst
- Scoreboard HUD that can be toggled on and off with the /hud command. This HUD displays the current in-game time, your current gold, and your current mana
- The in game time now changes at a rate 20 times slower than the vanilla game. This cannot be toggled off, currently.
- Tridents are now a recognized ranged weapon
- Multi-page interfaces. A forward and backward button will appear in crafting interfaces that have too many items to contain everything. The Smithing Anvil GUI is the only interface to use this so far.
- Hard leather armor
- Steel armor and tools
- Iridescent armor and tools
- Radiant armor and tools

Refactored:
- Mana is now an arbitrary field within the PlayerData class, not a player's vanilla XP level.
- Magic skill renamed to Witchcraft

Removed:
- Gold armor and tools


Poll: What would you like to see in SQMC most?
Posted by avatar
SqueezeTheorem
Level 4 : Apprentice Modder
60

21 replies

1
11/10/2018 11:40 am
Level 4 Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.9 - Miscellaneous updates
Added:

- Breath of life spell - Heals you for 50% of your maximum HP
- Second wind spell - Completely restores your stamina
- Take flight spell - Begin levitating for 20 seconds
- Leap of Faith spell - Jump into the air and manage to still land safely
- Twister - Damages target slightly, knocking them up into the air
- Upkommst teleport - Teleports you to the island of Upkommst
- Scoreboard HUD that can be toggled on and off with the /hud command. This HUD displays the current in-game time, your current gold, and your current mana
- The in game time now changes at a rate 20 times slower than the vanilla game. This cannot be toggled off, currently.
- Tridents are now a recognized ranged weapon
- Multi-page interfaces. A forward and backward button will appear in crafting interfaces that have too many items to contain everything. The Smithing Anvil GUI is the only interface to use this so far.
- Hard leather armor
- Steel armor and tools
- Iridescent armor and tools
- Radiant armor and tools

Refactored:
- Mana is now an arbitrary field within the PlayerData class, not a player's vanilla XP level.
- Magic skill renamed to Witchcraft

Removed:
- Gold armor and tools
1
11/09/2018 11:54 am
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Alpha tester applications still open
1
11/08/2018 2:21 am
Level 4 Apprentice Modder
SqueezeTheorem
avatar
bumperino
1
11/06/2018 11:29 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
0.9 incoming with some UI changes and new items -- stay tuned
1
11/05/2018 6:59 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Latest development build
SQMC Indev v.08: Grindable mobs

Added:
- Boundable mobs, that is mobs that cannot walk beyond a certain radius from their spawnpoint. Boundable mobs cannot be injured by players who are outside their radius, or when they are targeting an entity outside their wander radius. This is a preventative measure for two easy exploits, firstly"dragging" an entity to the edge of its radius and attacking it outside an invisible border of sorts, and secondly, having a friend "distract" the mob from outside its radius while you kill it. Note: wander radius includes horizontal AND vertical distance (3D distance formula).
- Respawnable mobs. Respawnable mobs will respawn after a fixed delay, if they have an assigned spawnpoint.
- GeneircMob.java. This class serves as a blueprint of "grindable mobs," mobs that are intended to be killed repeatedly for experience, items, or fun.
- Custom items can now have pointless enchantments to indicate that they are high tier due to the enchanted glow effect. For example, the new Steel ingot item has thorns to visually differentiate it from iron ingots.
- Steel ingots (no recipe yet)

Bug fixes:
- Fixed a bug where the same SQMCEntity, with the same spawn point, could be spawned twice if its spawn chunk was loaded while it was queued to respawn in the future

Refactored:
- SQMCEntities are now cleared on chunk load, prior to spawning in new entities, rather than chunk unload.

Removed:
- Earth orb spell
- Fire orb spell
-Air orb spell
1
11/03/2018 5:48 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.7 - Refactoring, Magic, & Animations

Added:
- Manna system for the magic skill
- Mana/second = Math.floor(magic level / 5) + 1
- Spells now play sound when cast
- Test teleport spell
- Double Helix animation for teleport spells
- Damage and accuracy to projectile spells
- XP on-cast for projectile spells

Refactored:
- Anchorable entity system. If an anchorable entity moves around, and already exists in the game world, it will not be spawned again when its spawn chunk is loaded, preventing duplicate spawns and allowing anchorable entities to move freely
- Magic system more Object-oriented, made more flexible. Sub-classes depend more heavily on Spell superclass.
1
11/02/2018 10:43 am
Level 2 Apprentice Crafter
Ravenpotter3
avatar
do you need any builders? i would love to help build,
1
11/02/2018 1:10 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Yes, we could definitely use some help! The discord server link is discord.gg/JD9gQY5
1
11/01/2018 3:54 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Latest development build
SQMC Indev v 0.6: Refactor all the things!

Refactored:
- Made the dialogue system entirely recursive, changed its appearance, and expanded its functionality.

TODO: Come up with a better, less resource intensive way of spawning entities. Current method relies exclusively on ChunkLoadEvent and ChunkUnloadEvent , which are resource-hungry events due to the frequency with which they are fired.
1
10/27/2018 2:28 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Project will likely be on hold until Wednesday, October 31st while I prepare for an upcoming exam.Once I get back, the combat system should be basically done, and I can begin working on the first city, then hopefully launch the game as an early access trial.
1
10/25/2018 10:41 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.4: Combat Update Part III

Added:
- Magic spells. Magic spells will have no cost associated with them during early access. This means no ammo, no nothing, just cooldowns.
- Projectile spells. Right click with any item besides a bow to cast a projectile spell.
- Orb spells, the first and only kind of Projectile spells. Orb spells get their name from the fact that a sphere animation plays 10 times per second at their location.
- /Spellbook command - Displays your current spellbook, along with all the spells it contains. Click a spell icon to make it your active spell, or immediately activate instant-cast spells such as teleports.

TODO:
- Make magic spells grant XP and deal damage on-hit
- Add teleport spell support
1
10/24/2018 5:40 pm
Level 41 Master Architect
Luna
avatar
Looks very cool, keep it up!

I'm a mature, creative builder/admin if you still need help! ^.^
1
10/24/2018 6:47 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Took a look at your PMC profile and would definitely be interested in having you on the team, I'll be sending you a PM later with more info. Thanks for stopping by!

- SqueezeTheorem
1
10/23/2018 10:23 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.2: Combat Update Part I

Added:
- Combat stats to armor and weapons
- These stats are as follows: Melee strength, melee defense, melee accuracy, ranged strength, ranged defense, ranged accuracy, magic strength, magic defense, magic accuracy.

Reintroduced:
- When a player has a Fire interface open, the player will once again be notified that it has burned out, closing the interface. This was removed in a previous development version.

TODO: Implement the HP skill, override the vanilla combat system and calculate damage using the SQMC protocol.







========================



SQMC Indev v 0.3: Combat Update Part II

Added:
- The hitpoints, strength, ranged, magic, and defense skills. Of these, only HP and ranged are functional.
- Ranged skill. You can train this skill by shooting arrows at mobs. Experience is gained every time you deal damage at a rate of 3 * damage (in half hearts)
- Ranged damage formula = bow force (how long you hold the bow) * Math.random() * ranged strength
- The starting level for the Hitpoints skill is level 5.
- A player's maximum health is now influenced by both armor, and their HP level.
- The formula for a player's max HP (in half hearts) is as follows: total HP from equipment + HP level
- HP regenerates with time, and having a full hunger bar no longer heals you.
- HP experience is gained when you deal damage at a rate of 1 * damage dealt (in half hearts)
- Bonfires now properly influence the rate at which your HP increases. The HP per minute formula is as follows: Math.ceil(player's max hp * 0.05 + bonfire bonus). This means every 20 hp levels, you gain an additional HP/minute, and even at level 1, you still have some HP regeneration.

Refactored:
- Command system converted from heavy reliance on duplicate code to OOP approach.

TODO:
- Fix a bug where players are allowed to light fires in the middle of water, creating an invisible bonfire
- Make damage items actually deal the correct amount of damage when using melee combat
- Add projectile spells
- Add support for damage on magic spells for the magic skill
- Add support for tridents for ranged
1
10/22/2018 7:47 pm
Level 11 Journeyman Architect
RetroWorkshop
avatar
Is this based on RuneScape? If not, you should look into it. The skills are the same as yours here, mostly. It's a great game -- an MMORPG and will help you with designs, etc.

Also note, if you need any help with ideas, planning, etc. for either Minecraft builds or the MMO itself, I will try my best since I've had a lifetime (well, my life so far) in games/wargames/MMOs, and many years on Minecraft, I should be able to help a little. Thanks and good luck! :)
1
10/22/2018 9:50 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Yes, many of the skills are taken directly from RuneScape, and I used the wikia's page on EXP to recreate the level curve exactly. I feel like Runecape did a good job with a lot of its design decisions, and I want to emulate the things it did right.

I'm not planning to recreate any of the towns from Gilenor, or re-create any quests, and I'm trying to make the skills in SQMC different where I can. Some skills like mining/woodcutting don't have much room for deviation, though.

Thanks for checking out the project, and any feedback or ideas you have are always welcome, just PM me or post here :)



More screenshots coming soon!


-SqueezeTheorem
1
10/22/2018 7:02 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Currently underway: Object-oriented user inferface system. The current system doesn't rely on inheritence, polymorphism, interfaces, etc at all. This will be a major upgrade to the current, shotty UI system that relies on lots of duplicate code.




Regular development can hopefully continue soon.
1
10/21/2018 6:52 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Just a reminder, I am still looking for staff/testers for those interested.
1
10/20/2018 7:05 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.1: Quest update


With the NPC dialogue system created, the Quest.java file completed, the /quests command added, and the database system updated, the Quest system is finally ready!

Added:
- /Quest command
Alises: /quests
Description: Shows you every quest in the game, along with a description and where to start it.
- Database system updated to support quests, and slightly refactored to make future edits easier

- Slight refactoring of Dialogue system (the N-Ary tree algorithm used for dialogue was previously a recursive loop that went back and forth between two classes. This has been changed, making the method recursive in only one class, making it easier to read and debug)
- Quest.java is working, needs additional functionality.
1
10/19/2018 4:00 pm
Level 4 Apprentice Modder
SqueezeTheorem
avatar
The custom entity system got a major upgrade. I Added support for "anchored" entities, entities that remain in a single position on the map, and can't wander around. Anchored entities follow your movements with their line of sight, unless you're too far away.

When a chunk containing an anchored entity is loaded, that entity will be freshly spawned. When a chunk with an anchored entity is unloaded, it will be removed. This is a bug-prevention system, so just in case an entity somehow dies or is removed, it can be brought back by unloading and reloading the chunk.

Anchored entities will almost exclusively be NPCs. I can't see the use for this system in any other context.

With a major component of the NPC system finished, I can begin working on the tutorial, which will be the first quest.

TODO:
- Quest system. Requires database changes and a dialogue system
- Dialogue system, possibly using events. A dialogue system is always tricky. DONE
- Finish the firemaking skill by adding HP and hunger regen support
- Make food items that instantly heal health, but can only be consumed every few seconds. DONE
1
10/18/2018 12:38 am
Level 4 Apprentice Modder
SqueezeTheorem
avatar
Firemaking and cooking skills are functional, but need refining.

TODO: Make firemaking increase HP and hunger regeneration

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