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Public Beta of Proxima RPG (General Discussion)
Public Beta of Proxima RPG // General Discussion
Sep 30, 2003, 1:59am
For the past 12 weeks, I've been working with UberMonkey (#35850) on his RPG. Although the novelty of Active Worlds games has pretty much been completely lost with me, I knew that the guy could really use some help. I never thought it would turn out the way it has, and I'm quite proud to stand back and say that I was a part of this; I'm glad to have had this opportunity to work on someone else's dream, and to help them reach their goals. We've learned and laughed from each other; and now, after 12 weeks, we're ready to bring it up to the next level.
Proxima is a sci-fi RPG that isn't much like any others -- Proxima uses real-time PvP (player vs. player) combat, much like a First Person Shooter, while most RPGs rely on turn-based PvC (player vs. computer) combat to drive the game. You are able to interact with many aspects of the world, from using doors and control panels to firing large turreted weapons. You can obtain items, experience points, and money much like any RPG. Many structures can be damaged or destroyed entirely by the weapons you will encounter.
There are 30 weapon types available, ranging from simple pistols, to tactical nukes that can destroy entire structures within seconds. Recently completed is the Time of Day system -- there is a set of 24 world attributes that rotate every 4 minutes (one hour in game time). At every 15 minute interval, the next hour's attributes are "blended" into the current hour, creating a 'transition' effect between hours.
Objects that are "destructable" can be destroyed by any person armed with a weapon; depending on the number of hitpoints that object is defined to have, it 'respawns' within a certain amount of time. These destructables also have 'material' types, such as "Plasti-Glass", wood, "enhanced" wood, "DuraGlass", stone, metal, micro-reinforce steel, and energy. Usable turrets (also called "drivables") are like bunkers -- they provide a defensive position for a player in which the player fires with the weapon that the drivable is configured to have; up to four players can occupy a single drivable, depending on that drivable's configuration. Contributing to the realism of the game, Proxima's game engine also features falling and drowning damage. Falling damage is based on the distance you fall (in meters) times two. Drowning damage is calculated like this: (20 * (([your character's endurance] / 40) + 1)).
The Proxima RPG is backed up with a good portion of storyline, most of it written by UberMonkey. Most of it is available for viewing from http://proxima.uni.cc/lib/. Ten "factions" control various properties that have been built around the world; the factions include City, Police, School, Bank, Drug Cartel, Bounty Hunters, Merchant's Guild, Natives, Church, and the Inter-stellar Federation. Factions can be joined by using the appropriate consoles located in a faction's base.
Proxima is now in its public beta stage -- everyone is invited to join the game and report feedback to UberMonkey or Tony M. More information can be found on the Proxima website: http://proxima.uni.cc
See you in Proxima!
--
Tony M.
Oct 1, 2003, 3:15pm
sounds good :) must of been a pain making the bot? :)
-SWE
[View Quote]"tony m" <tony at homeunix.uni.cc> wrote in message
news:3f78ffa7 at server1.Activeworlds.com...
> For the past 12 weeks, I've been working with UberMonkey (#35850) on his
RPG. Although the novelty of Active Worlds games has pretty much been
completely lost with me, I knew that the guy could really use some help. I
never thought it would turn out the way it has, and I'm quite proud to stand
back and say that I was a part of this; I'm glad to have had this
opportunity to work on someone else's dream, and to help them reach their
goals. We've learned and laughed from each other; and now, after 12 weeks,
we're ready to bring it up to the next level.
>
> Proxima is a sci-fi RPG that isn't much like any others -- Proxima uses
real-time PvP (player vs. player) combat, much like a First Person Shooter,
while most RPGs rely on turn-based PvC (player vs. computer) combat to drive
the game. You are able to interact with many aspects of the world, from
using doors and control panels to firing large turreted weapons. You can
obtain items, experience points, and money much like any RPG. Many
structures can be damaged or destroyed entirely by the weapons you will
encounter.
>
> There are 30 weapon types available, ranging from simple pistols, to
tactical nukes that can destroy entire structures within seconds. Recently
completed is the Time of Day system -- there is a set of 24 world attributes
that rotate every 4 minutes (one hour in game time). At every 15 minute
interval, the next hour's attributes are "blended" into the current hour,
creating a 'transition' effect between hours.
>
> Objects that are "destructable" can be destroyed by any person armed with
a weapon; depending on the number of hitpoints that object is defined to
have, it 'respawns' within a certain amount of time. These destructables
also have 'material' types, such as "Plasti-Glass", wood, "enhanced" wood,
"DuraGlass", stone, metal, micro-reinforce steel, and energy. Usable turrets
(also called "drivables") are like bunkers -- they provide a defensive
position for a player in which the player fires with the weapon that the
drivable is configured to have; up to four players can occupy a single
drivable, depending on that drivable's configuration. Contributing to the
realism of the game, Proxima's game engine also features falling and
drowning damage. Falling damage is based on the distance you fall (in
meters) times two. Drowning damage is calculated like this: (20 * (([your
character's endurance] / 40) + 1)).
>
> The Proxima RPG is backed up with a good portion of storyline, most of it
written by UberMonkey. Most of it is available for viewing from
http://proxima.uni.cc/lib/. Ten "factions" control various properties that
have been built around the world; the factions include City, Police, School,
Bank, Drug Cartel, Bounty Hunters, Merchant's Guild, Natives, Church, and
the Inter-stellar Federation. Factions can be joined by using the
appropriate consoles located in a faction's base.
>
> Proxima is now in its public beta stage -- everyone is invited to join the
game and report feedback to UberMonkey or Tony M. More information can be
found on the Proxima website: http://proxima.uni.cc
>
> See you in Proxima!
>
> --
> Tony M.
>
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Oct 1, 2003, 9:43pm
WoW. I want your bot lol
--
-.Duo. (342836)
[View Quote]"tony m" <tony at homeunix.uni.cc> wrote in message
news:3f78ffa7 at server1.Activeworlds.com...
> For the past 12 weeks, I've been working with UberMonkey (#35850) on his
RPG. Although the novelty of Active Worlds games has pretty much been
completely lost with me, I knew that the guy could really use some help. I
never thought it would turn out the way it has, and I'm quite proud to stand
back and say that I was a part of this; I'm glad to have had this
opportunity to work on someone else's dream, and to help them reach their
goals. We've learned and laughed from each other; and now, after 12 weeks,
we're ready to bring it up to the next level.
>
> Proxima is a sci-fi RPG that isn't much like any others -- Proxima uses
real-time PvP (player vs. player) combat, much like a First Person Shooter,
while most RPGs rely on turn-based PvC (player vs. computer) combat to drive
the game. You are able to interact with many aspects of the world, from
using doors and control panels to firing large turreted weapons. You can
obtain items, experience points, and money much like any RPG. Many
structures can be damaged or destroyed entirely by the weapons you will
encounter.
>
> There are 30 weapon types available, ranging from simple pistols, to
tactical nukes that can destroy entire structures within seconds. Recently
completed is the Time of Day system -- there is a set of 24 world attributes
that rotate every 4 minutes (one hour in game time). At every 15 minute
interval, the next hour's attributes are "blended" into the current hour,
creating a 'transition' effect between hours.
>
> Objects that are "destructable" can be destroyed by any person armed with
a weapon; depending on the number of hitpoints that object is defined to
have, it 'respawns' within a certain amount of time. These destructables
also have 'material' types, such as "Plasti-Glass", wood, "enhanced" wood,
"DuraGlass", stone, metal, micro-reinforce steel, and energy. Usable turrets
(also called "drivables") are like bunkers -- they provide a defensive
position for a player in which the player fires with the weapon that the
drivable is configured to have; up to four players can occupy a single
drivable, depending on that drivable's configuration. Contributing to the
realism of the game, Proxima's game engine also features falling and
drowning damage. Falling damage is based on the distance you fall (in
meters) times two. Drowning damage is calculated like this: (20 * (([your
character's endurance] / 40) + 1)).
>
> The Proxima RPG is backed up with a good portion of storyline, most of it
written by UberMonkey. Most of it is available for viewing from
http://proxima.uni.cc/lib/. Ten "factions" control various properties that
have been built around the world; the factions include City, Police, School,
Bank, Drug Cartel, Bounty Hunters, Merchant's Guild, Natives, Church, and
the Inter-stellar Federation. Factions can be joined by using the
appropriate consoles located in a faction's base.
>
> Proxima is now in its public beta stage -- everyone is invited to join the
game and report feedback to UberMonkey or Tony M. More information can be
found on the Proxima website: http://proxima.uni.cc
>
> See you in Proxima!
>
> --
> Tony M.
>
|
Oct 1, 2003, 9:44pm
Proxima is a pretty cool world :) I had fun exploring some of the aspects of
it, though I must say I was a pretty bad newbie, lol.. I couldnt figure out
how to equip my weapon =X Overall, it looks like a cool place.
Poseidon
[View Quote]"tony m" <tony at homeunix.uni.cc> wrote in message
news:3f78ffa7 at server1.Activeworlds.com...
> For the past 12 weeks, I've been working with UberMonkey (#35850) on his
RPG. Although the novelty of Active Worlds games has pretty much been
completely lost with me, I knew that the guy could really use some help. I
never thought it would turn out the way it has, and I'm quite proud to stand
back and say that I was a part of this; I'm glad to have had this
opportunity to work on someone else's dream, and to help them reach their
goals. We've learned and laughed from each other; and now, after 12 weeks,
we're ready to bring it up to the next level.
>
> Proxima is a sci-fi RPG that isn't much like any others -- Proxima uses
real-time PvP (player vs. player) combat, much like a First Person Shooter,
while most RPGs rely on turn-based PvC (player vs. computer) combat to drive
the game. You are able to interact with many aspects of the world, from
using doors and control panels to firing large turreted weapons. You can
obtain items, experience points, and money much like any RPG. Many
structures can be damaged or destroyed entirely by the weapons you will
encounter.
>
> There are 30 weapon types available, ranging from simple pistols, to
tactical nukes that can destroy entire structures within seconds. Recently
completed is the Time of Day system -- there is a set of 24 world attributes
that rotate every 4 minutes (one hour in game time). At every 15 minute
interval, the next hour's attributes are "blended" into the current hour,
creating a 'transition' effect between hours.
>
> Objects that are "destructable" can be destroyed by any person armed with
a weapon; depending on the number of hitpoints that object is defined to
have, it 'respawns' within a certain amount of time. These destructables
also have 'material' types, such as "Plasti-Glass", wood, "enhanced" wood,
"DuraGlass", stone, metal, micro-reinforce steel, and energy. Usable turrets
(also called "drivables") are like bunkers -- they provide a defensive
position for a player in which the player fires with the weapon that the
drivable is configured to have; up to four players can occupy a single
drivable, depending on that drivable's configuration. Contributing to the
realism of the game, Proxima's game engine also features falling and
drowning damage. Falling damage is based on the distance you fall (in
meters) times two. Drowning damage is calculated like this: (20 * (([your
character's endurance] / 40) + 1)).
>
> The Proxima RPG is backed up with a good portion of storyline, most of it
written by UberMonkey. Most of it is available for viewing from
http://proxima.uni.cc/lib/. Ten "factions" control various properties that
have been built around the world; the factions include City, Police, School,
Bank, Drug Cartel, Bounty Hunters, Merchant's Guild, Natives, Church, and
the Inter-stellar Federation. Factions can be joined by using the
appropriate consoles located in a faction's base.
>
> Proxima is now in its public beta stage -- everyone is invited to join the
game and report feedback to UberMonkey or Tony M. More information can be
found on the Proxima website: http://proxima.uni.cc
>
> See you in Proxima!
>
> --
> Tony M.
>
|
Oct 2, 2003, 5:39pm
In fact, would you mind if I gave you some suggestions?
--
-.Duo. (342836)
[View Quote]".duo.24daysleft" <ncommons at comcast.net> wrote in message
news:3f7b668e$1 at server1.Activeworlds.com...
> WoW. I want your bot lol
>
> --
> -.Duo. (342836)
> "tony m" <tony at homeunix.uni.cc> wrote in message
> news:3f78ffa7 at server1.Activeworlds.com...
> RPG. Although the novelty of Active Worlds games has pretty much been
> completely lost with me, I knew that the guy could really use some help. I
> never thought it would turn out the way it has, and I'm quite proud to
stand
> back and say that I was a part of this; I'm glad to have had this
> opportunity to work on someone else's dream, and to help them reach their
> goals. We've learned and laughed from each other; and now, after 12 weeks,
> we're ready to bring it up to the next level.
> real-time PvP (player vs. player) combat, much like a First Person
Shooter,
> while most RPGs rely on turn-based PvC (player vs. computer) combat to
drive
> the game. You are able to interact with many aspects of the world, from
> using doors and control panels to firing large turreted weapons. You can
> obtain items, experience points, and money much like any RPG. Many
> structures can be damaged or destroyed entirely by the weapons you will
> encounter.
> tactical nukes that can destroy entire structures within seconds. Recently
> completed is the Time of Day system -- there is a set of 24 world
attributes
> that rotate every 4 minutes (one hour in game time). At every 15 minute
> interval, the next hour's attributes are "blended" into the current hour,
> creating a 'transition' effect between hours.
with
> a weapon; depending on the number of hitpoints that object is defined to
> have, it 'respawns' within a certain amount of time. These destructables
> also have 'material' types, such as "Plasti-Glass", wood, "enhanced" wood,
> "DuraGlass", stone, metal, micro-reinforce steel, and energy. Usable
turrets
> (also called "drivables") are like bunkers -- they provide a defensive
> position for a player in which the player fires with the weapon that the
> drivable is configured to have; up to four players can occupy a single
> drivable, depending on that drivable's configuration. Contributing to the
> realism of the game, Proxima's game engine also features falling and
> drowning damage. Falling damage is based on the distance you fall (in
> meters) times two. Drowning damage is calculated like this: (20 * (([your
> character's endurance] / 40) + 1)).
it
> written by UberMonkey. Most of it is available for viewing from
> http://proxima.uni.cc/lib/. Ten "factions" control various properties that
> have been built around the world; the factions include City, Police,
School,
> Bank, Drug Cartel, Bounty Hunters, Merchant's Guild, Natives, Church, and
> the Inter-stellar Federation. Factions can be joined by using the
> appropriate consoles located in a faction's base.
the
> game and report feedback to UberMonkey or Tony M. More information can be
> found on the Proxima website: http://proxima.uni.cc
>
>
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Oct 2, 2003, 8:53pm
Suggestions are welcome; send them to either me, or UberMonkey, by telegram or a visit in-world.
[View Quote]..duo. wrote:
> In fact, would you mind if I gave you some suggestions?
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Oct 3, 2003, 6:48am
why not just reply in the ngs? :)
how about working harder on your 3d objects! :) just my opinion.
-SWE
[View Quote]"tony m" <tony at homeunix.uni.cc> wrote in message
news:3f7cac5f$1 at server1.Activeworlds.com...
> Suggestions are welcome; send them to either me, or UberMonkey, by
telegram or a visit in-world.
>
> .duo. wrote:
>
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Oct 4, 2003, 4:25am
Trust me, a couple weeks ago, when they had the bot running and all, it use
to smack random.. RANDOM.. people.. heh jp.
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