Title: Guards of Rhyn
Genre: MMORPG, Fantasy
Target platform: Browser (HTML5 + JavaScript client with render on Phaser.js engine)
Server: Node.JS + MySQL database
Game Description:
Guards of Rhyn - is a comeback of in-browser gaming that offers client-end platform variety, allowing to access gaming features at any place at any time - workplace, home, hotel computer, portable devices - smartphones, tablets, and laptops. How this game differs from a thousand others is unique fighting mechanics; a dynamic game world which primarily relies on interactions among players - trading, fighting, completing missions together - defeating a strong boss-NPC - as well as separately accomplishing independent missions advancing the storyline further; PVP and PVE elements that seamlessly spline into each other throughout player's journey.
Introduction:
I am an Aerospace Engineering student with a part-time job, who has some background of development on C++, PHP, JavaScript, and associated dependencies. In my free time (of which I don't have a lot), I work on this project purely for enjoyment and a big interest in MMO-genre games. So far, I have the following:
* Socket (Event-oriented) Client on Phaser.JS which currently allows character creation, switching game locations, real-time chat, and, obviously, server communication;
* Asynchronous socket server on Node.JS, database queries, human-error checking.
The prototype can be found here: https://guardsofrhyn.herokuapp.com/
Login: Test1 or kentik
Password: test1 kentik12
Note: If you decide to log in, you will not go through character creating screen as I need to manually clear the values out in the database every time.
Old screenshot:
https://i.imgsafe.org/da67370ab0.jpg
Current screenshots:
https://i.imgsafe.org/da67510c9a.png
https://i.imgsafe.org/da6755b6f5.png
https://i.imgsafe.org/da67435e8d.png
https://i.imgsafe.org/da673a960a.png
https://i.imgsafe.org/da675f04a9.png
There are two "Paths" in the game: Warrior and Wizard. Warriors may later become Archers (long-range unit), Knights (tank unit), or Berserks (high damage unit).
Wizards, on the other hand, may choose to become Healers (high hp unit), Necromancers (high abilities unit), or Battle Mages (high damage unit).
Now a little bit about the "unique fighting mechanics":
This is something close to what I'm looking at:
The fight is turn based and allows up to 10 people/npc's in one fight. Every player chooses to apply positive and negative effects/spells on friends and enemies that they've learned before their time runs out, then pick a spell/hit to damage the opponent and so does the opponent team. Some details:
* NPC like pets or creatures can be summoned into fight for assistence;
* Summoned NPC's take all the damage that comes on the summoner before they die;
* Potions/scrolls/healing/poisoning spells and effects can be used during the fight;
* Depending on type of the fight, other players may join if asked for help in chat;
* Players in the vanguard position who possess only melee skills may only attack players in the vanguard;
This type of fight mechanics is unique because it's not "auto-fight" as in most other games. This allows strategizing. It doesn't mean that the person with a higher level will win the fight. If a player has creatures to summon, potions/scrolls for healing/damaging/stunning/etc, he is more likely to win the match. One combination of players roles/paths in a fight will dominate another combination.
There are many more elements to come up with or include - like players professions (fisherman, blacksmith, etc).
If anyone is interested or if you have any questions - ask away. Leave a post or send me a PM!