Tales of Rhayne - multiplayer fantasy action rpg,

Newest Video

Whola playlist link here

DOWNLOAD THE GAME ON LINK BELOW
www.torthegame.com

Hi!

This is my game I’m working on. Its a multiplayer fantasy action rpg. I focus on realistic fighting and What You See Is What You Get. This is how I would like modern days rpg to look like when it comes to combat. An example is that your character dont gain more hitpoints, instead he get better att parry, dodging and better armour. I personally want another system for rpg instead of just looking at an HP-bar shrinking. Its a video game not an paperpen/miniature rpg game, so why not showing how characters avoid damage.

The game is multiplayer both cooperative and pvp, but lately I have focused on cooperative. I only have 1 map for now ( Im no good leveldesigner, if you are send me a pm). The models are downloaded from assetstore, except a few wich we have done ourself.

Insperation
Paper and Pen RPG
Baldursgate 1 and 2
Mordheim (Tabletop)
Bloodbowl (Tabletop / video)
World of warcraft
Dota
Neverwinter Nights
Diablo

quick-data

  • 32 playeble characters
  • 30 skills (passive and active)
  • 15 spells
  • 4 gamemodes (one is cooperative)
  • ~140 items
  • ~30 special abilities

The idea of leveling your character
You build up your character but on the same time he/she can get permanent injuries or even permadeath. So finally you have to start a new character but this time you have more gold to start with a more powerfull. Each character cost different amount of gold to start playing. Also everytime you levelup, you will choose from two randomly special abilities. So every character is playable more than once, just to get the perfect combination of abilities,skills and items. The characters are saved on server just like wow/diablo on your account.

Video
This is a video of me and my two friends playing some cooperative, we play from level 1 so there is not much of highendgame items/skills. I play as elven archer, my friends as dwarf warrior and human warrior. So there is no spells either in this video. will upload video with spells and other content later.

Collaboration
If you want to work with me on this project send me a pm (right now Im working alone). I need help with:

  • Leveldesign (Prio)
  • Modeling
  • Animation
  • Programming c# (I do all programming, but if you are good and really want to help, let me know)

Future Plans
Make 4-5 quests with its own maps, so we have a small cooperative campain.
Polish everything, remove bugs etc. Release aplha version free on www.torthegame.com.

Then probably put it up on kickstarter

Try the game?
If you want to try it pm me. I need alpha-testers. Would be nice to test with 20-30 ppl in pvp

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Here is a video showing firemagic

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This game is seriously well developed. I love it.
I would not recommend working with other people on programming. This is a very difficult task. Maybe only something like, they work on GUI and you on the rest of the game or something.

  1. Can you tell me more about the world’s interaction? Are there two races that fight each other?
  2. Did you used any pre-made asset for the AI?

Hi Primus,

Thx for the comment!

Im a software developer so I know how messy it could be with alot of people in the code. So far I have written all code myself so I know it 100% of it. I only let someone in if he is really good and commited for coding. Mostly Im looking for a level designer. And alpha game testers.

  1. Good question. Right now its two races Order and chaos. I have only been focusing on gameplay and combat. Just now Im started working on cooperative quests. So I dont really know how I should divide the factions yet. any ideas? :slight_smile:

  2. For Ai Im using A* Pathfinding Project for pathfinding. The rest of the ai behavior I wrote myself. Didnt put mouch time in it, so will have to upgrade it soon.

From a technical standpoint this is very impressive.

The avatar controller is very smooth. How are you handling the strafe? Rotating the hip bone in the 3rd person camera direction while moving the avatar in the strafe direction? It looks like you don’t look up and down, so you ignore the Y component of the view vector?

Hi Dirty,

I use the thirdperson controller from this asset https://www.assetstore.unity3d.com/en/#!/content/14474
Then I modified it so the character can strafe and walk backward. I have remade the thirdpersoncontroller 5 times now I think. :slight_smile:

Dont know how to answer your question about strafe. I just had to add strafe animation with turnings to mecanim.

Yes the character do look up and down, but the recording is done from client. And the look up and down dont sync through the network yet. (have to fix that someday)

Im going to upload the latest stable build to www.torthegame.com this evening, so its just to download it and test yourself.

Graphically the game isn’t the best, but wait, before you get mad replying. Graphics don’t count for anything! (Dwarf Fortress fan here).

I love the UI stuff especially that shop menu with item stats and such. Looks promising!

The cast time on those spells seems a bit excessive but I love the magic stuff, especially the meteor haha. Excellent work so far, will keep tabs on this.

Dang this is a lot of work for one person. Did you do all the models, textures and what not yourself too? Looks really good by the way nice work!

Dont worry El.presidente, Im a dwarf fortress fan also :slight_smile:
The idea with the long cast time on the spells is that players have time to interupt the casting, because the spells do quite alot of damage. one fireball can kill you (its a big explosion). Also the cast time get shorter the more skill lvl you have in the spells magicschool ex Firemagic school for fireball. But you might be right. have to test them in pvp.

B3nac, as I wrote in first post. I downloaded most of the models and textures from asset store. We have done a few models and texture ourself. And with ourself I mean some friends who helped me on the project. Otherwise I do mostly my slef. Hope to find a good level designer here tough.

Thax for the nice comments!
For those who want to download and try (450mb):
http://torthegame.com/downloads/pc/tor.rar

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Hi, new update. Tor is getting alot of new players, thanks to this site.

Problem is. It takes 1-2min to understand/learn the game, so many players quit without testing… :frowning:
I added a help screen F1.

Hi, Fredrik. I saw your beta on alphabetagamer, but haven’t been able to play or test yet, thanks to the download running at snail’s pace. Maybe try setting up a torrent, so all these new players can seed each other and take a load off the server?

Hi,

Tanks for the feedback, will fix that right away.
Have discovered some unpleasent bugs. while testing. Chat dont work sometimes, and dont show name :frowning:
And cant join games behind firewalls

Hey this looks pretty cool! The UI looks very polished and professional.
my feedback:

  • fighting looked interesting, but personally I am not a big fan of this “slippery” combat system where you can freely walk and attack at the same time. I think it lacks some good “weight” feeling to the actual attacks and it looks just a bit random. A combat system a la Dark Souls would be much more attractive. But well it is my own opinion, if you disagree just ignore it :slight_smile:
  • casting spells could be a bit boring, especially with the long time to actually cast a spell. Also the projectiles fly too fast, other players could have a hard time to properly react. Don’t know myself how you could improve the casting system… maybe let the casters draw with the mouse a rune on the screen? Like in the old Ark Fatalis game.
  • variate the footstep sound effect with random pitch and volume. Don’t know if you already do this, but when the whole crowd walked it sounded to similar.

Anyways just some random thoughts from me.

Keep it up!

Hi 0tacun,

  • Fighting is important part. I still test around abit here. I think about adding, when you make an attack you take a step forward or something. Hitting and parrying is determined by you skill value in shield, melee, ,dodge etc…

  • Yeah. Casting spells might be boring to wait for channeling time. Earlier spells get instant cast after a while when character gets more powerfull. I wait to see how it feels.

  • About prjectiles. what wrong with gast moving projectiles? Why must players have time reacting on them? I want realism, and its very hard to dodge an arrow in reallity. This is not super mario :wink:

  • Footsteps need some fixes yes. Will play around with pitch and volume. maybe dont need to play all footsteps when there is a large crowed.

Thx for the feedback!!

Just released new version.
Fixed alot of bugs, and made it easier for new players to start.

Added a gamepatcher Crafty which seems to work very nice.
Spent alot of hours on Game Patcher which was crap or I did that one wrong.

Now We will focus on new Maps!

Here is a pic of the new model we are making. Will upload some new video soon also




Awesome work.

This is truly amazing!
I never thought it would be possible for just a few people to make an MMORPG, Also i definitely did int think it would be possible for one to do so much of the work. You have truly inspired me and my friends
If its ok to ask i would love to know how long have you been developing this game.
Also I am an beginner C# programmer. But this is truly amazing! I will be sure to play it soon!

Thx guys!!

Im been workin as web and iphone/android programmer so I know programming.
This game I have been workin on for about 2 years on evenings… with beaks over several month sometimes. But now I work 100% :slight_smile: Have help from some guys from this forum with level design and such.

This game is not really an MMORPG. I will test how many players I can have online at same time, so we will see.
Now it works as diablo with account and different games that you can host urself pvp and pve

Here is a new video for one of the new maps. underground asset from asset store.