Sekaru 0 Report post Posted April 20, 2011 (edited) Portal: http://www.sleepystudios.com/ Forum: http://www.sleepystudios.com/smf Dungeons: Not only do we have dungeons, we also have a wide variety of indoor (and outdoor) dungeons, each playing their specific part in the main plot. Competant Bosses/NPCs: To compliment the dungeons even more our bosses aren't just the typical melee damage dealers, instead each boss has its own unique combat system, abilities, etc. Non-dungeon NPCs and mobs will not be dull either, each mob and NPC also have its own unique spells. Guild System: Self explanatory. Advanced Conversation System: Self explanatory, really. 9 times out of 10 friendly NPCs have their own conversations, with up to 4 options, each with a possible event such as "Open Bank", "Open Shop", "Give Item" and various quest events. The Library: Another addition to the lore focus of the game, the Library is basically an in-game and web-based knowledge base with all sorts of lore and background information on monsters, NPCs, gear, and dungeons. Instancing: To compliment our dungeons we have an instancing system. Instancing basically means each party will get its own "version" of the instance. Custom Graphics: Self explantory. Races: Another fairly self explantory feature. Players can choose their race from a list of 4 races including Humans, Orcs, Undead, and Golems. Drop'an'Craft: Unlike in most games where you're simply given armour, Avian will be using a new system where monsters only drop materials to make their armour. Bosses will have the same system, the only main difference is bosses will drop both (the reasoning behind that is simply because it would first defeat the point of a boss, and secondly we feel that it would be a much more exciting raiding experience if you had to craft the gear in order to progress even further inside a dungeon). Paperdolls: Visual equipment! Not much else to say. Avian will not have a set storyline right from the beginning. This is because I want the plot to slowly develop and not be particularly limited by what I wrote months ago. However, to give a very brief and extremely dilute explanation of the "plot", the story will follow the events and deeds of the "Storyteller", a supernatural being who dictates set events in times, causes said events and makes the world behave the way it does. Download: Not available. The following screenshots are from the upcoming beta. A lot of the graphics shown are subject to change: Races: Tileset Previews: Edited August 9, 2011 by Sekaru Share this post Link to post Share on other sites
FranklinX 37 Report post Posted April 20, 2011 This game looks damn good. Your maps look wonderful. I'll give it a try when I get some free time from school. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 20, 2011 Thank you ^^. Share this post Link to post Share on other sites
joman195 9 Report post Posted April 20, 2011 Downloading now. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 20, 2011 Great ;). Make sure you read the "Setting Up Avian" tutorial. Share this post Link to post Share on other sites
rgangsta 43 Report post Posted April 20, 2011 I'm about to download this now too. Amazing work done here. I have one question: What's the font called that you used for the logo? I've been looking everywhere and I can't find it. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 20, 2011 Black Chancery. And thanks. Share this post Link to post Share on other sites
rgangsta 43 Report post Posted April 20, 2011 Thank you!! :D Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 20, 2011 No problem. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 21, 2011 New huge lore! http://www.avian.draignet.com/forums/showthread.php?tid=61&pid=282#pid282 Also got some new zones done, I'll post screenshots later. Share this post Link to post Share on other sites
Runefreak 1 Report post Posted April 22, 2011 Awesome game. :) But why is it tagged XP? It is made with Eclipse Share this post Link to post Share on other sites
Bob423 52 Report post Posted April 22, 2011 probably because it uses XP tilesets and sprites. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 22, 2011 ^ Exactly. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 22, 2011 As promised, some new screenshots of the now finished first dungeons, The Halls of the Seekers. Bear in mind, it hasn't been populated with NPCs and neither are the map names final (obviously). Without further ado: Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 22, 2011 For those who'd like to try out some proper content the new version of the Player Test Realm has been finished is ready for release, you can download it here: http://avian.draignet.com/102_PTR3.rar. Follow the setup guide as normal if you encounter any errors. This does have a load of content, but again, bear in mind, the game is still barely in alpha stages and whatnot. Patch notes for the PTR can be found here: http://www.avian.draignet.com/forums/showthread.php?tid=56 Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 24, 2011 Alright, Patch 1.0.2A has been released in it's current state. A lot of the things we planned didn't get in there, we'll make sure they get put in soon enough. And with that, the PTR tests have concluded, anyone using the PTR, please update the main game using the Updater (everyone else too!). Share this post Link to post Share on other sites
Sekaru 0 Report post Posted April 30, 2011 Latest round of screenshots for the upcoming zone, Sventor: Current plans for Glimforth are to make the storyline a bit more visible and linear as well as to populate the halls of the seekers sometime soon. Got a few pieces of lore and art to come out soon too. Finally, we've begun work on patch 1.0.3A and that should be out in the next two weeks or so. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted May 1, 2011 Avian 1.0.3 has been released. As always it is in the Updater. It is also in installer form which you can download here: http://www.avian.draignet.com/installer.exe The "Setting Up Avian" guide has been updated for the new patch: http://www.avian.draignet.com/forums/sho...php?tid=34 And finally, the patch notes: - Removed blood. - GUI is now hardcoded thus the client loading time has been reduced significantly. - Added a few RP commands: /lol, /laugh, /healme, /oom, /sigh and /afk. - Friendly NPCs no longer have their level displayed. - Supplied some new documentation for all clients. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted May 2, 2011 Original Post: http://www.avian.draignet.com/forums/showthread.php?tid=74&pid=319#pid319 The Big Announcement: Quite a while ago me, and the rest of the Avian team, decided visual basic is a dieing language and it'll never let Avian break through the "potential bubble". Because of that we decided to work with a much more efficient language, java. The new engine is well under way and online connectivity is pretty much done, from there it's almost smooth sailing. Now, that doesn't mean we won't be updating the VB6 game up till the point where the "new" game is released. I've got plenty planned for the VB version. That also doesn't mean we're leaving alpha just yet, since we need to test the new engine for bugs as well. All the old stuff will be in there, npcs, maps, probably items but we can't make sure of it just yet, etc, so don't panic. Avian is heavily based on lore, and I promise those who enjoy lore I've got lots and lots of it; 30 or so pieces at the moment. I'll release them one by one, in a media that suits the specific lore; some will be pictures, others will be audio/videos. I'm also trying to figure out how to properly organize the lore, it'll probably end up on the wiki (which I promise to also expand). Finally, something that we're working on bringing in is voice acting. I've recorded a few audio tracks already. We're going to try our best to voice act everything from quests, to cutscenes, to cinematics and even individual npcs. P.S. Yes, we are working on Patch 1.0.6A. Share this post Link to post Share on other sites
Shalaren Metropolis 0 Report post Posted May 5, 2011 its down way to often, makes your game really hard to reach in playing :< Share this post Link to post Share on other sites
Sekaru 0 Report post Posted May 7, 2011 I live in the UK and have to wake up at 6am for school Monday to Friday, so it's pretty hard to keep it online past 11pm-12am GMT. It'll be up for about 4 hours longer than usual this weekend though. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted May 30, 2011 1.0.6A is out and it's got some pretty huge changes (and rightly so considering its taken me 3 months to finish it). This patch will not include it's own installer, so you'll need 1.0.3A installed, afterwhich just run the updater. Patch Notes: - Quests removed until further notice (i.e. when I develop a proper quest system). - Guild system added, and thus a guild button (replacing quests). - Created and added a new GUI. - Removed the GUI config option. - Removed blood. - Extended the logout confirmation system to also execute when clicking the "x" on the application. - Added the party menu above the player's own vitals, thus removing the party panel. - Added a particle weather system including rain and snow. - Removed the key shortcuts for GUI panels (inventory, spellbook, etc). - Removed the GUI config options. - Added a weather on/off option. - Added an autotiles on/off option. - Added a playernames on/off option. - Added an npcnames on/off option. - Added a /ping command (self explanatory). - Global command syntax changed to: /b message. - Emote command syntax changed to: /e message. - Party command syntax changed to: /p message. - Whisper command syntax changed to: /w playername message. - Added a guild chat command, usage: /g message. - Party button now invites the selected target (if possible) if not in a party, if in a party it will ask you if you wish to leave. - Party interface redone. Now, when you enter a party the GUI will change so that the party vitalsare displayed in the top right (this will ofcourse change back once you leave the party). - Attack key changed to Space. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted June 4, 2011 1.1.0A has been released! Patch Notes: - Reverted the attack key back to CTRL. - Reverted the GUI to the 1.0.2A GUI (plus changed a few of the graphics). - Created a brand new menu. - Added a config panel to said new menu. - Reintroduced the /gui command. - Added a few more commands to the /help command. - Added a /roll command. - Fixed shops. - Chat now minimizes after a message is sent (enter maximizes it). - All player names now begin with a capital. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted June 24, 2011 The final patch of the alpha is out. Patch Notes: - Fixed parties. - Fixed all the GUI related bugs. - Added a /gold command. - Text is now drawn on screen. - Fixed /ping & /fps. - Added an option to turn the logout confirmation on and off. - Gold cost for guilds changed to 1000 gold. - Fixed the guild window not closing bug. - Added back the item/spell desc pictures. - New level up message. - Weakened the strength stat. - Added a graphical border around the panels. - If player/npc names are turned off, you can now view them by hovering over the player/npc. - /invite & /i now invite your target to your party. - Letter count for chat messages reduced to 50 (temporary). - Changed the font. Download: http://www.avian.draignet.com/client.rar Share this post Link to post Share on other sites
Ecowolfsteen 14 Report post Posted June 24, 2011 Wow! Really cool! I'm downloading this now. Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted June 24, 2011 Holy crap that's a lot of screenshots! xD Nice job. Your underground city looks really neat. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted July 28, 2011 Holy crap that's a lot of screenshots! xD Nice job. Your underground city looks really neat. Thanks. Wow it's been a while. Updated the main post for all the beta changes. Changelog: http://www.avian.draignet.com/patchnotes.php New screenshots (custom graphics): http://www.avian.draignet.com/screenshots.php Finally, I've taken down the download until the first zone is finished. Share this post Link to post Share on other sites
Sekaru 0 Report post Posted August 4, 2011 Early screenshot of the orc starting zone: Share this post Link to post Share on other sites
Sekaru 0 Report post Posted August 4, 2011 (edited) More updates! Initially after finishing 1.2.0 I decided to begin work on 1.3.0. I've now decided to merge the two together, so here's the additional changelog from 1.3.0: - fixed some gui errors. - temporarily removed the 'change sprite' label. - various menu changes. - clicking the game screen now makes you lose your target. - if on a pvp map, you can use tab to target other players. - added projectiles. - added back the IP option. - administrative tools. - completely redid the gui: - holding down ctrl shows the vitals bars/hotbar. - chat is now drawn. - to view the icon menu a new button has been added. - m now also opens the menu. - fixed the panel stacking with keyboard shortcuts issue. - you can now see the options you've already set in the menu. - added some error handlers to various commands to prevent anymore issues. - fixed the click animation on menu buttons. - removed directsound and replaced it with fmod. - added a /gquit command. - added a /trade command. - fixed the bug where the server didn't clear you properly out of your guild after leaving. - guilds can now only be created by talking to a guild master. - guild requirements changed to: a length of 14 and a level requirement of 10. - the guild panel now properly updates when using the guild-panel-hotkey (G). - panels are now moveable. - added a multiple panel option. There's still a few huge features yet to be implemented though. For example. The new guild system, here's whats different: - Guilds can only be made by being level 10 and speaking to a Guild Master. - Guild leaders can now set options, for example, what ranks can talk in guild chat, promote and demote and kick. - Every exp point members earn go towards the Guild's Level. Increasing your guilds level will reward you with an EXP boost. The EXP boost grows with each guild level and I've planned on Guild Rewards too (but I'll do those in a later patch *wink*). I've also finished the lore and plot behind the first zone available for testing, Gro'Maash swamp and I will be hosting a few patch tests a bit later on when the patch if fully completed (i.e. the guild changes and whatever else is on my long to-do list). Also, check out the forums for new updates: http://www.avian.draignet.com/forum New changelog page! http://www.avian.draignet.com/patchnotes.php Edited August 4, 2011 by Sekaru Share this post Link to post Share on other sites
Sekaru 0 Report post Posted August 9, 2011 We've moved to We've moved to a brand new domain! Portal: http://www.sleepystudios.com/ Forum: http://www.sleepystudios.com/smf Also the test client should be coming out quite soon (possibly today). Share this post Link to post Share on other sites