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Author Topic: Pumpkin-Online Blog (Harvest Moon inspired MMO)  (Read 5486 times)

PumpkinOnline

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Pumpkin-Online Blog (Harvest Moon inspired MMO)
« on: Mar 02, 14, 09:18:06 PM »



WHAT IS PUMPKIN ONLINE?

Pumpkin Online is a farming/dating MMORPG inspired by Harvest Moon and Animal Crossing.  Our Core features are:

- Open character customization that allows for non-binary characters and being able to chose any feature you want without being hindered by gender.

- A variety of activities such as farming, fishing and mining to keep players busy.

- A privately instanced farm that can be customization both the interior and exterior.

- Building relationships with NPCs on a more complex level than the average mmorpg which can lead up to dating or marriage.

- A variety of quests.

How are we different from the average MMORPGs

- We're not combat based, we're inspired by games like Animal Crossing and Harvest Moon and want to create a game that is more laid back and chill as opposed to skill and level grinding.

- We're trying to add a more diversity by having a variety of NPCs from different races, sexual orientations and even 'disabled' characters.

-  Same-sex dating with players and NPCs are acknowledged by the game.

- We want to create  interesting and well developed NPCs you can build relationships with as opposed to them just being in town to simply sell you things and give you quests.


NEWS 10/3/2014

Sorry we don't update this thread a lot we've just been super busy and a bunch of this stuff was outdated. A couple of new things we're changing, first being giving the models a new look. We're currently in pre-production and then project should be in development full swing next year in January. We've been trimming down and tightening up our design doc so we have a tighter scope as well as crunching numbers for forumlas for the systems we plan to have.
Special thanks to: Avigraphics, KeeperMatt, and Jrome for getting us this far.


MODELS

Click the links to view them in sketchfab. You can rotate them around and zoom in to get a closer look.


View These models in Sketchfab


View these models in Sketchfab


ILLUSTRATIONS









VIDEOS

TRAILER

LAST LIVE STREAM


FOLLOW US

To check out our progress and more media and details check out these links :3

Pumpkin Online Website


Facebook

Twitter

Tumblr

Deviantart

Youtube Channel

Steam Concepts



« Last Edit: Oct 03, 14, 09:36:08 AM by PumpkinOnline »
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PumpkinOnline

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #1 on: Mar 06, 14, 08:48:08 PM »

Well um.. didn't get any comments or feedback ^_^; But uh.. here is a new video I did documenting our progress

http://vimeo.com/88227767
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feredfn

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #2 on: Mar 07, 14, 12:17:34 AM »

hehe :) seems everyone is too busy with their game development progress :)
But i wanted to let you know I'm just following your progress

maybe you should replace the default character with the blond boy sooner , that character doesn't fit to your world design at all  :)
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Prometheus2012

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #3 on: Mar 07, 14, 06:43:01 AM »

liked :)

Prometheus2012

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #4 on: Mar 07, 14, 06:43:57 AM »

Also be sure to jump into the hero engine skype group chat if you arent.

PumpkinOnline

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #5 on: Mar 07, 14, 01:35:08 PM »

what are you talking about, the character totally fits. Lol
Thanks guys :) Yeah I'm on the HE skype chat. You'll
be hearing from me and occasionally my programmer
Malik asking questions. Thanks for the support, we're
doing our best.
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AWW_boss

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #6 on: Mar 07, 14, 02:36:47 PM »

Very nice, i like what you've done in such a short time.
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PumpkinOnline

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #7 on: Mar 13, 14, 12:10:19 AM »

Thanks Aww_Boss.

Ok here is our 3rd pre-alpha video. I try to make a video every week to show what we've done. Most of the stuff is back-end things, but we got a functioning inventory, just need to get the icons to show up.

http://vimeo.com/88954584
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PumpkinOnline

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #8 on: Mar 26, 14, 07:18:06 PM »

Our 4th pre-alpha video
We have our inventory pretty much
complete




Check out our demo video here

http://vimeo.com/90170971
You can

1. Inventory pops up and exits by tapping the Ďií key

2. We have slots for icons to be stored and we can easily extend it to as small or big as we want, with the scroll bar to the side adjusting to it.

3.
The icons show up

4.
The icons can be dragged and dropped anywhere in the inventory

5. The items are stackable, and if a stack reaches itís limit then a new stack starts in another slot (NOTE: The max limit is not going to be 4 in the game itís just for testing purposes)

6.
If you drag an item on top of another theyíll switch places

7.
The item spec oracle has been set up so we can easily add new items, chose icons for them, add descriptions and set a stack limit.
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JoshHalls

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #9 on: Apr 09, 14, 06:58:50 AM »

Looks like things are coming along, congrats.
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PumpkinOnline

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #10 on: Apr 17, 14, 11:19:51 PM »

So an update on what's been going on. Here is our 5th Pre-Alpha video
https://vimeo.com/92002535

We have an inventory pretty much done. You can drag and drop items from
the inventory into the hotbar. You can move around all the UI elements to
customize it however you want, which is neat.

IN GAME SCREENSHOTS


TOWN (In progress)








DEMO FARM





DEMO INTERIOR




CHARACTERS


These are not in engine. We're putting a hold on the cel-shading bit because the custom shaders are wonky.
So we'll see how they turn out in engine. The NPCs so far are rigged and ready to be animated :)






Next step is

1. Put our character animations in engine. :D They have been exported into the repository and ready to be scripted in.

2. Then set up the controls for the farming so a character can hoe,water, and  plant a seed on a square plot.

And then with that our goals for our pre-alpha should be set. :D If we have time we may do more.
meanwhile while coding is being done we're working on modeling and building up as much as the town as possible.
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PumpkinOnline

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #11 on: May 19, 14, 11:44:23 AM »

New video running around as our demo character :)

http://vimeo.com/94121591
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nocake

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #12 on: May 19, 14, 02:30:34 PM »

Hey, nice video!

Looks like you guys might be suffering from this :

http://hewiki.heroengine.com/wiki/Advanced_Customizable_Character_Controller#The_90_degree_off_problem



I used the FPS Ref code for my camera:

My solution in my FPS_Camera_Callback under SetupFPS_Camera()


Code: [Select]
       
playerCharacter as NodeRef of Class HBNode = GetPlayerCharacterNode()
  charrotation as Vector3 = GetNodeRotation(playerCharacter)
  charrotation.y *= -1
  charrotation.y = charrotation.y + 90
  println("Char Rotation "+ charrotation +" cam rotation " + GetNodeRotation(playerCharacter))
  SetNodeRotation(camera,charrotation)

ignore if effect is intentional though i heard a comment about "let me get over there" and remembered all too well how I struggled with this problem till I saw that wiki article!


« Last Edit: May 19, 14, 03:26:17 PM by nocake »
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PumpkinOnline

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #13 on: May 19, 14, 09:56:12 PM »

Awww thank you so much! That was so nice of you ;A; So grateful for any help and advice.

But... I'm not sure what you mean? Can you explain?
« Last Edit: May 19, 14, 11:31:56 PM by PumpkinOnline »
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Thazager

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Re: Pumpkin-Online Blog (Harvest Moon inspired MMO)
« Reply #14 on: May 20, 14, 01:24:53 AM »

Normal movement of the character in the game is through use of w, s, a, d keys and turning is through using q and e keys. When you were turning using the mouse, it seems as though you might have imported the character with a 90 degree offset. This can cause the character to not go where you had planned on moving it. His code and location show how to fix this problem.
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