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  1. #1
    Quote Originally Posted by WILL View Post
    How many people have been playing the game and testing it so far?
    Just a few, we are avoiding publicity since long time ago. At the time of the beta release we will make some publicity.

    Quote Originally Posted by WILL View Post
    Have you guys considered crowd funding?
    We're thinking about it, but it's not as easy. Many games reach success with Kickstart, but Kickstart can only host U.S.A projects, and we don't have U.S.A. members in the team. Particularly I am from Brazil. In Brazil we have a national version of Kickstart, but the most sucessful game in it only raised about US$ 5.000...

  2. #2
    I tried to play it but it says "The file "../client/data/map1.map" cannot be found.". Such file doesn't exists in that subdirectory; there is a "map.txt" instead.

    Also I didn't found a lot of documentation about how to play, how to set up a server, is the server mandatory, etc.
    No signature provided yet.

  3. #3
    Quote Originally Posted by Ñuño Martínez View Post
    I tried to play it but it says "The file "../client/data/map1.map" cannot be found.". Such file doesn't exists in that subdirectory; there is a "map.txt" instead.

    Also I didn't found a lot of documentation about how to play, how to set up a server, is the server mandatory, etc.
    I suppose that you tried to run the binary in the SVN repository.
    We commit that binary only at releases. To get the last version running you must compile mundo.lpi and server.lpi projects.
    Setup the server is pretty easy, just run the server binary and it's up.
    In the client side you should change src/client/clientconfigs.pas server variable to localhost.

  4. #4
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by Rodrigo Robles View Post
    We're thinking about it, but it's not as easy. Many games reach success with Kickstart, but Kickstart can only host U.S.A projects, and we don't have U.S.A. members in the team. Particularly I am from Brazil. In Brazil we have a national version of Kickstart, but the most sucessful game in it only raised about US$ 5.000...
    Don't wait for Kickstarter.com. I'm Canadian and even I cannot create a campaign alongside my stared and striped neighbors. You may want to checkout IndieGoGo.com instead. It's almost as popular and it's also a little different. You can check out their "Flexible Funding" and "Fixed Funding" (this one is like Kickstarter) and it's all done through PayPal instead of Amazon.

    Should you do a crowd-funding campaign just make sure that you get yourselves in front of a camera and talk. Or at least get a person to do so. A hastily put together 5 min or less gameplay footage video isn't enough. I've seen enough to know many ways to NOT get your game funded through one of those campaigns.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  5. #5
    Quote Originally Posted by WILL View Post
    Don't wait for Kickstarter.com. I'm Canadian and even I cannot create a campaign alongside my stared and striped neighbors. You may want to checkout IndieGoGo.com instead. It's almost as popular and it's also a little different. You can check out their "Flexible Funding" and "Fixed Funding" (this one is like Kickstarter) and it's all done through PayPal instead of Amazon.

    Should you do a crowd-funding campaign just make sure that you get yourselves in front of a camera and talk. Or at least get a person to do so. A hastily put together 5 min or less gameplay footage video isn't enough. I've seen enough to know many ways to NOT get your game funded through one of those campaigns.
    I didn't know IndieGoGo! Surely we will think about it. Thanks for the tip Will!

  6. #6

    Open Beta Released!

    Mundo Project Open Beta is available.

    The game now have a map of more than 1.000.000 m2, plus caves and hell sceneries, 17 NPCs, 21 kinds of monsters, including 7 bosses, 58 different items and 100 quests.

    Remember this is a fully opensource project, both code and media is available under GPL.

    The project is hosted at:

    http://sourceforge.net/projects/gamemundo/

    The test server is up! The src folder has the executables: mundo.exe for windows or just mundo for Linux.

    You can press F1 to get a help screen.

    Thanks for your feedback.

    Full changelog since the last report:

    * Improved exception handling;
    * Added items (Updated total: 58 );
    * Added four faces, hairs, armours and legs;
    * Added monsters (Updated total: 21);
    * Added Full Screen;
    * Added swords (Updated total: 7);
    * Added shields (Updated total: 5);
    * Added MD3 models;
    * Added NPCs (Updated total: 17);
    * Added character personalization;
    * Added city;
    * Extended map to more than 1.000.000 m2, plus caves and hell;
    * Added quests (Updated total : 100);
    * Added camera limits;
    * Added camera collision;
    * Added money;
    * Added loading screen;
    * Added about form;
    * Added trade;
    * Added dynamic loading of scenery;
    * Added defense feature;
    * Added pushing attack;
    * Added minimap;
    * Castle refactoring;
    * Added Level and proportional skills;
    * Added light map;
    * Added full soundtrack;
    * Fixed mouse scroll under windows;
    * Fixed air jump;
    * Fixed vineyard;
    * Changed pgup and pgdown to move the camera continuously.
    * Fixed rat tail item;
    * Removed feedback of player's collision to not push back;
    * Improved camera to go back when not colliding;
    * Fixed algorithm that shows the little objects before the ground (or the castle) appears;
    * Added hint to use the shield when the player are hurt;
    * Fixed About screen to show the background image;
    * Added more messages to the server log;
    * Improved server performance;
    * Stretched the background of the register form to fill the screen - This repeats in large resolutions like the TV;
    * Changed background of the text in the register screen to a non-texture background;
    * Changed background image of the register screen to a more recente one;
    * Changed some starting quests to minimum level 1;
    * Fixed when a new player is created the backpack was not being created.
    * Improved server performance;
    * Changed dogs and cows to immortal - Changed quests accordling;
    * Castle decoration redesigned to better fit abouth 13h century;
    * Changed to when create a new player turn the orientation to face the castle;
    * Changed help form to not show while new the player configuration is shown;
    * Fixed camera collision;
    * Redesigned city to get a higher architetonic coherence.
    * Changed to point to the official server;
    * Reduced speed of creatures;
    * Fixes to remove dependencies of server from opengl.

    Here is some screenshots:



















    Last edited by Rodrigo Robles; 18-10-2014 at 09:29 PM.

  7. #7
    Awesome mate

    cheers,
    Paul

  8. #8
    What a coincidence. I did downloaded the Windows version this weekend, but I wasn't able to make it run. It needed a DLL that I havent.

    I'll try again this week-end (if I can) again.
    No signature provided yet.

  9. #9
    Quote Originally Posted by paul_nicholls View Post
    Awesome mate

    cheers,
    Paul
    Thanks Paul!

    We're planning to make an official launch until the end of the year.

  10. #10

    Mundo 1.0 Released!

    Mundo 1.0 was released!

    It was a long way to get here. Nine years ago the 0.1 version was released.

    But, like the video says, it's just the beginning!

    The project is hosted at:

    http://sourceforge.net/projects/gamemundo/

    http://www.gamemundo.com/



    The test server is up! The src folder has the executables: mundo.exe for windows or just mundo for Linux.

    You can press F1 to get a help screen.

    Thanks for your feedback.

    Full changelog since the last report:

    * Changed to not allow cut pain animation with attack or defense;
    * Created server backup procedures;
    * Changed to make the player die if fall from hell platforms;
    * Fixed order to draw the screen objects to ensure that ground is drawn before the rest;
    * Changed camera to set from a distance of the player at initialization;
    * Implemented memory release of distant objects;
    * Implemented closing of loot window;
    * Fixed ranking;
    * Added navigation capabilities to the ranking;
    * Changed to close loot window if the player gets far from it;
    * Added loading screen if the loading buffer grows to a certain size;
    * Accelerated loading screen;
    * Raised more a little bit the maximum distance to collision with ground to avoid monsters to fly
    * Added missing files rattail.png and lowpoly vine2.png;
    * Fixed keyboard bug under windows freeglut;
    * Changed to enemies run less while escaping;
    * Added trade between players;
    * Changed to turn off the boss music after being killed by a boss;
    * Created premium account feature;
    * Fixed artifacts in player's animation;
    * Created a separated thread for music and sound;
    * Created a separated thread for loading objects;
    * Created function to hide the HUDs;
    * Changed to allow player names with spaces;
    * Added automatic reset of player coordinates when fall under the y coordinate limits;
    * Fixed the image of the top of the hell skybox;
    * Fixed incorrect display of the personalize window after the first login;
    * Fixed texture mapping at staircase in the last store;
    * Fixed gravity to a less real but more playable;
    * Added exception handling to the drawing loop to avoid problems with the background loading.

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