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PrototypeX37

3
Posts
A member registered 98 days ago

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Thankyou for the detailed replies i have one final question! I apologies as i only just discussed it with my team~ 


Is the server side code open or obfuscated? Being open would make it significantly easier to incorporate out current player database into the game! If not suppose they're are working arounds but could become tedious. 


Thankyou again! 

(2 edits)

Hello! Thankyou for such a detailed reply! 


I only have one more if thats okay! 


For the characters they play, the appearance is different per player, or are they utilising a set of pre defined characters? I imagine changing name of them is as simple as giving them the input. 


Thanks again!

(5 edits)

Hi there! I've been researching this plugin and I'm really interested in it. I have a few technical questions before potentially purchasing:

Save System: How does this handle save data? With Alpha Z, saves were stored locally which made it easy for players to cheat by editing their save files directly. Does your plugin store all save data server-side to prevent this kind of manipulation? For example, if a player tries to edit their gold amount or level, would the server reject those changes?

Cutscenes: Is there a way to make players invisible to each other during cutscenes? In Alpha Z, when multiple players entered the same cutscene area, you'd see other players walking around during dramatic story moments, which completely broke immersion. For instance, during a serious boss death scene, you might see "xXDragonSlayerXx" running circles in the background. Can cutscenes be instanced or can player visibility be toggled off?

Character System: I'm trying to understand the character structure. If there are 100 players online, does each player create and control their own unique character (like in WoW), or do players somehow share character slots? Also, does the plugin support individual world scaling? For example, could a level 5 player see goblins in a forest while a level 50 player whos completed the story in the same location sees maybe the forest burnt town from some story related reason and see something of higher level, or is the world state identical for everyone regardless of their progression?

Integration Plans: I'm planning to develop custom plugins that integrate with this system, particularly for syncing data with my Discord RPG bot (where players stats, inventories, etc. are synced from Discord bot and vise versa). How much of the core game logic runs client-side versus server-side? For example, when a player gains XP or finds an item, is that calculated and validated on the server, or does the client send that data to the server? This affects how I'd need to structure my API calls.

Demo/Authentication: Is there any footage showing actual gameplay beyond just the login screen? I'd love to see how player interactions work in practice. Also, how does the authentication system work - are credentials stored in a database, and after successful login, does it immediately drop you into the game world or is there a character selection screen?

Thanks for your time!