It was really interesting to read the whole post, i'll be following this good luck
|
Oh hey, didn't see you there. Well, now that you're listening, here's my story. A few years ago I obtained a source of one of the previous #1 Pvp rsps', which also happens to be my all time favourite rsps, on a really sketchy looking forum. But, it was legit. Every time I look back, all I can remember are good times. When I think of a good private server (community and amount of fun had playing), I think of this server. It had my favourite parts of PVP (Fun PvP for items and a surprisingly okay switching and combat system, and korasi. i was obsessed with that item.) and my favourite parts of MTX (no pay to win, you could only buy specific cosmetics, donator rank didnt grant any bonuses that players didnt have other than yell and custom title) that the other servers seemed to lack.
That combined with my more recently increased confidence in server-sided programming (non renamed deobbed clients are nuts) is driving me to pursue this project, and maybe in the future, host this for others to play or release it for others to use themselves.
Most of the server-sided things I will do is enhancing the back end by removing the bad practise code (like huge if blocks) and replacing it with more intuitive (but not too good, im not knowledgeable enough for some things) code such as my Item on Item handler. I'm also converting the source to kotlin class by class, rewriting the code as much as I can in a shorter more concise (and hopefully more performant) way while also extending functionality. One example of a full rewrite that massively extends the flexibility of a class is my Item with Attributes. This one was a double whammy. I got a full rewrite as well as no required changes to the code that accessed the Item class.
I am making a lot of seemingly insignificant changes (made possible by RSCEdit), such as changing the stack sizes of some items, slightly changing the colors of items to be brighter or darker, slightly changing the rotation and offset of inventory models, slightly changing the names of items npcs and objects, and replacing currently existing but garbage (as in null or never going to be considered to be of use) items with custom non-wieldables. No need to add any more item definitions when theres already so many unused ones I can use.
One example is White Dye! You can dye stuff white with it. Not too exciting, but it replaces some random potion that will never saw the light of day in runescape aside from that 1 quest you already forgot about.
Spoiler for image:
With NBX I am also rebalancing a lot of different categories of items 1 by 1. This is to mix up the combat so you don't strive for BIS, but rather you strive for items that more suit your play style. Current rebalance documents
Spoiler for REBALANCES:
CURRENT CHANGES
Spoiler for prog:
A flavor change I am making is slowly customizing the map, starting with the target areas of activtiy (through the cache, not spawning a bunch of items on region load lol). It won't be massively different than what you already know, hell you might not even see the differences, but each change has a small lore to it
Spoiler for Lore:
MOST RECENT UPDATESpoiler for most recent update:
Last edited by nbness2; 01-18-2019 at 10:25 AM. Reason: Updated Actions and Ranks
Great introduction post! I'm glad to see new developers show passion and humility in the face of learning and knowledge development. I'll keep an eye on this project, it seems like you are developing and employing fresh ideas, something this space desperately needs!
If you ever need help with client development, feel free to give me a shout.
→ Cheap Animated Banners ←
I like where you are going with this, but you are going to have to do a lot, and I mean A LOT of work in order for it to be unique and/or exciting to play. Just removing some objects/npcs from a map is not going to be enough. If you want to replace something or do something about a certain area then you should either create a full map that looks nothing like the old one (E.g. new grand exchange compared to old one) or at least give it a different structure. Also, I highly doubt that the item forging idea you have going on is going to be popular amongst the players. Using one item on another to create a new weapon/armor might sound cool in theory, but when you apply it to reality then it just feels like a really sloppy and beginner-level coding. It's not 2010-2012 anymore and as content has grown more advanced on RS/OSRS, so has the expectations of the players.
I wish you best of luck, but I am personally not really excited about anything that has been mentioned on this thread.
Best of luck, some interesting paragraphs. Curious which base you 'stumbled' upon.
Catch-22?? Rookie developers shouldn't waste their time learning because the scene is too advanced now. Your logic is twisted once again, and discouraging this man based on your viewpoint of 'the scene is too advanced' is not only over critical but a poor judgment based on your own experience with development.
I mean, I would agree with you if someone who had more knowledge was coming in hot with the ideas perpetrated on this project, but jesus christ don't discourage someone who is excited about actually developing their skillset. Don't add to the toxicity that some developers spew, because unlike you, at least he's trying to do something useful in this space.
I've seen you around the R-S discord and you seem like a cool guy. I'd like to see something enjoyable come out of a 614 so best of luck with this project. Also, don't let someone who cannot code discourage you or define what the ideal "RSPS" should be. I'll be sticking around to see this grow
→ Cheap Animated Banners ←
Oh no, I am all pro his project. I'm glad that we are getting more developers, especially ones that are not already professionals. His code doesn't even have to be advanced stuff. Like, if he has managed to edit maps for a 614/637, he might as well spend more time towards perfecting it. That's what I was hinting at, if I didn't make it clear. I'm not saying that he is a bad developer because he can not code advanced mechanics. What I'm saying, is that he should try to perfect the content that he actually wants to show off.
For example, some flowers in a 3x3 area isn't impressive, and I doubt that anyone would even think of it as a burial. Just as some randomly placed flowers. Would be better if he would at least tombstones there, maybe fence in the area and add a sign. Nothing super difficult. But you cant add one flower and put a lot of lore behind it, hoping that everyone will understand and think the way that the developer thought.
« Previous Thread | Next Thread » |
Thread Information |
Users Browsing this ThreadThere are currently 1 users browsing this thread. (0 members and 1 guests) |