https://peregeronline.com/
Pereger is Growing
Spoiler
I realize it has been a little while since I created a new blog post about Pereger--and this isn't because the game is not progressing, but rather the opposite! I've been so busy with work, life, and developing the game that I have sadly been putting this blog on the back-burner for awhile. Nevertheless, I am going to give a quick update about the progression of the game.
I noticed my last post here was from November 25th, when I initially put the game on Google Play. Since then, there have been over a thousand downloads just from the play store. Moreover, I've been able to check off significant mile markers in the game's development; developments that are core parts of the game and that I hope players will most enjoy. These improvements includes blacksmithing, quests, mobs, maps, items, skins, party system, pvp, abilities, a moderation system and much more.
One of the first improvements to Pereger since the last blog is the addition of the Blacksmith. This NPC has a store in town that allows players to upgrade/improve the stats of the item and the player. This was very large update, because it including the NPC, his store, new additional stats to weapons and gear, saving and storing these additions to the database and all the background details associated with the upgrade process, and new material and random item quality drops from mobs. My intent for the blacksmith was that it would allow players to fine tune their character by modifying specific stats and make their hero better.
Since the first release, the quest system has been implemented. This was an enormous amount of work as well, but it paves the way for players to choose a story line with a character when they begin the game. If you have read the 'About' section for Pereger, you will have noticed that the story lines will be integral to the future development to the game. I really didn't want to create another long grinding game because not only would I be bored with the game, but I'm sure you would too after just a few weeks. Part of an MMO game like this should be about creating friends and relationships online, and if people only play for a week before losing interest, then the game will have failed at its goal. Unfortunately, as the game stands right now, there are only two quests available, which does make the game a bit of a grind. But I hope to slowly take care of that problem in the months to come.
Besides the quest system, other great improvements made over the last few months include new mobs (notably clams, bears, golems, and volta). This also includes several new maps to host the mobs, new items/materials dropped by the mobs, and new abilities and animations to accompany the mobs.
One of the big hits that has brought a significant amount of excitement to the game is the addition of skins. These skins allow you to customize the way your character appears by being able to change the style of your hair, shirt, and pants (as well as change the color of them). There is also the ability to equip a weapon or item in the player's hand and to have a back item such as wings or a cape. There is a community of players that have a tremendous amount of talent and can create artistic sprites that I could never imagine. I am quite thankful for their help and support! In several months, once the game has enough content and is quite stable, I will make these skins available for a small purchase to all players.
As of last week, a party system has been implemented. The party system will precede the implementation of bosses. To explain, bosses will be available to players every 10 levels. They will be available at all times and will have a slight chance of dropping a legendary item. The party system will allows players to more easily farm bosses as a group of up to four players (a tank, a DPS, a support, and one other). The party system was also implemented to bring the community together, to create a feeling that players need to work together to advance. It won't be necessary to grind mobs in a party (you can certainly do it solo), but this is a multi-player game after all.
Along with the party system came the introduction of PvP. This was a bit contentious from my point of view, because I did not think the game was ready for it. Yet, players insisted--so I caved in to their demands. The bad news about introducing PvP was that players with high damage stats were able to one or two shot other players. We had no idea how balanced or unbalanced PvP would be, and to our dismay, it was more unbalanced that predicted. But, now for the good news: we now have a better understanding of the game balance and are redoing some damage/defense formulas that will greatly improve the game.
Coming up updates in the near future will include multi-language support. There are a tremendous amount of players from other countries, including France, Germany, eastern Europe and Russia, as well as southeast Asia, Brazil, and Latin America. Many of these players have a limited to no understanding of English; thus, making it necessary to make dialogs, quests, and any other game content translatable to languages in these other countries. This update will also include support for international keyboards (i.e., not QWERTY keyboards).
Furthermore, the next few updates will include splash damage, a rebalance of the damage/defense formula already mentioned above, new quests, new maps, and quite possibly the introduction of a few spells.
Since three months ago, I would never have made it this far without the support from the community. Samy has been a tremendous help by organizing the Community Moderators (which was also a large update to make the moderation system to go with it). He also brings great ideas to table and helps organize and test much of the gameplay. OnoJeff is another player of the game that has generously given a tremendous amount of time and effort into developing the game. This young man from Brazil has a pure talent for art that I could only ever dream of. A recent addition to the development staff includes Zerutal, who has started to create and redo many of the maps in the game. He is a quick learner, and has thankfully been able to create some nice maps with very limited guidance from me. My cousin, Audi, is working hard at creating new quests for players. This is a hard job, because it requires putting three stories together at once, and she is limited by creativity because of the time and ability I have to code these quests. Other players that help support the game are GODLY (who took a great burden off of my shoulders by organizing the the submissions for skins), and Kazeki and Myths (who do a fabulous job at testing bugs in the game and reporting them back to me).
Sorry that was such a long blog, but the game has made several 180 degree turns in the last several months and there was a lot of changes and content to cover. The game will continue to slowly develop over the coming year, and bugs will slowly get worked out one-by-one. But I hope players enjoy the new content that is consistently being created and added to the game. I will also try to be more diligent about updating the development blog in the future so that these posts are not so long.
PvP
Spoiler
Pereger Version 0.3.23 introduces a full Player-versus-Player system. This was quite a necessary update because it was a free-for-all in the few open PvP maps we had. As a result, people could kill without punishment and it was left to Cm's to moderate that abuse (which was unfair to both the Cm's and the players). So I took a break from my scheduled skin/purchase update to fix this major flaw in the game. Below are my notes for the development of PvP:
Everyone starts with 100 "behavior" points
If you kill someone, you lose 5 points + the level difference between the players. If they fight back, it'll be half this
So if someone level 55 attacks someone level 30 they will lose 55-30=25+5=30 points (15 points if they fought back)
It takes 0.5 hours to recover a point below 50 and 1 hour to recover 50 and above
Thus, for someone with 0 points, it'll take 1 day to trade again 2 days to recover to 100
If 3 level 100 people kill a single level 100 player, each of the PKers will lose average lvl (100) - other lvl(100) x 5 x #players (3) , so each player will lose 15 points
For each point below 100, there is a chance to steal aurum or 1/2 of the greatest stack of mats/potions.
Drop percentage will slowly increase to 15% at 20 points or greater. Less than 20 points there is a 25% drop chance, Less than 0 points there is a 50% chance.
Drops will be rewarded to players who tanked or dealt the most damage to the PKer
There will be no penalties if you are in a pvp arena, have a defenders circle, or are killing an abuser.
At less than 50 points, you will be unable to trade, sell, buy, or deposit items at the to-be bank.
If you die will less than 0 points you will be sent to an abandoned island until your points reach 0
You can bribe the warden with aurum based on player level (20A/lvl/pt) to recover points if you are in jail
PK System
Spoiler
PKer will get 5 points deducted for hitting a non-PvP person and another 5 for killing them
PK-Attacker circle (red) lasts for 5 minutes
PK-Defender circle (yellow) lasts for 2 minutes
PK-Abuser circle (black) will last until your behavior points regenerate back to 0
A PvP On/Off, Only PKers, etc button was added to settings
Open PvP will be available on most maps except boss maps and town starting at level 30
Below is a video where you can watch what the game looks like, which is in beta, but is still being improved, and with each passing day players are increasing. Join us!
Supported Platforms
Windows 7, Windows 8, Windows 10
DirectX 9.0c capable gpu or OpenGL 3.0
Windows Phone 8/10
Android: Android 4.0 minimum
iOS (in development)
Mac
Linux: 512 MB Ram
Android Apk
Note: For testing this month, I am only going to make builds for Windows and Android. Once I get most of the bugs fixed I will get it out for the other platforms. If you would like to test during the beta development stage and you have a Mac or Linux OS, contact me via Discord or email and will get you a build.
If you are playing on Windows 7, make sure you are up-to-date on Windows installations. You may also need this update:
KB2533623
You may also need this installation from Microsoft:
C++ Redistributable
If all else fails, see the requirements for .Net Core here:
Microsoft .Net Core Requirements
How To Play
First, login using google (in case you ever lose your password or character it can be recovered)
Then create your character and login to the game
Use the keys (A, W, S, and D) or (up, down, left, right arrow keys) or (or the virtual gamepad if you're on your mobile device) to move your character around.
UseEnterorSpacebarto open the chat screen or to OK out of dialogs.
PressEscto escape out of dialogs
PressIto get into your inventory
The game is available both in the google play store and on the computer, which means that users with weaker equipment can play an interesting, developing and quite demanding game to become the best.