Olvand is a little multiplayer sandbox RPG, where the players live in self-built towns and can go on all kinds of adventures together. Imagine living with your friends in a small town in the mountains, or creating a new group of friends in a pub in the metropole you all live in. There will be several minigames the inhabitants of a server can play together, among which will be combat based games like King of the Hill or Capture the Flag. You will be able to play against other people in your city, or as a city against another city, or as a whole server against another server. The combat works with self-built guns, in which all kinds of powers can be combined to create unique effects. You can sign up to be a tester on olvand.com.

Some pictures of what I want to add in the future:

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Building a little town together A fishing contest Mining for materials
Blog RSS Feed Post news Report abuse Latest News: Doing the boring work: fixing multiplayer for the cave AI

1 comment by Woseseltops on May 16th, 2015

Hi all! One thing about technology that really keeps surprising me, is the fact that for some things, people simply 'expect' some things to work, while they are endlessly amazed by others. To take an exmaple from my daytime job as a language technologist: Google Translate is by far the best piece of machine translation there has ever been, while all I hear people say about it is that it 'doesn't work really well'. On the other hand, smartphone keyboards that predict what people are going to say keep surprising their users every day. Or, from the area of speech technology: people get annoyed when speech recognition doesn't put on screen exactly what they say... but are already baffled when the text-to-speech module produces something that more or less sounds human-like-ish.

So, to summarize, we have two kinds of technical problems: the problems where the solution will amaze people, and the problems that people never realized were a problem. Fortunately, creating games largely falls into the first category... except for its multiplayer aspect. When I hit the multiplayer button in some game, I just expect it to work, and get annoyed when it doesn't.

And this is a classic mistake I made while developing the new AI for caves, which I told you about in [so] [much] [detail]: I only tested it with a single player, all the time assuming that it would work for multiplayer as well. So when I started testing that earlier this week, kind of assuming there would only be some minor issues to fix, I unfortunately discovered the whole thing came crashing down when a second player even _entered_ the cave. Oops :( .

So that's the thing I'm forcing myself to work on these days. I say forcing, yes, because working on something you thought was already working isn't really interesting - and the fact that multiplayer player fixes are really annoying to test when you're alone only makes it worse. To give you an idea of the things I'm fixing:

* The server should keep track of the AI in the cave for each player INDIVIDUALLY - so when player A lets the server know a monster succesfully reached a particular location, that doesn't mean it also happened for player B.

* The monsters should continously be aware of ALL players around it. So if they kill player A, they should go on chasing player B.

* When a monster gets into a particular state, like frozen or invisible, that should be visible to everyone in the cave.

Etcetera, etcetera. To fully focus on getting all this working (and also because there isn't much interesting to tell), I'll stop myself from blogging until this work is done. Stay tuned!

If you want more development, see [twitter] or [facebook]. If you want to be a tester, you can subscribe on[olvand.com].

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Post comment Comments  (360 - 370 of 404)
daxxdamaxx Sep 14 2012 says:

I can Host a server for a little while if you want me to just send me a message on via steam ID:daxx1998

+2 votes     reply to comment
KenanCatic97 Sep 15 2012 replied:

Is the game done? you are making a server?

+1 vote     reply to comment
Woseseltops Creator
Woseseltops Sep 16 2012 replied:

As Daxx said (thanks ;) ): no, I'm currently helping people set up servers so when the first group of testers comes in, there will always be a central server to play on. And the game is not even close to 'done', but I wanted to start playtesting as early as possible.

+1 vote   reply to comment
daxxdamaxx Sep 15 2012 replied:

Well yes and no: I'm not making the server it turns out that he had five other people and their running the server. The game is not done from what I read, they are still beta testing it. :D

+2 votes     reply to comment
saltedDog Sep 14 2012 says:

This game looks great.I hope you find a hoster soon.

+2 votes     reply to comment
HeroxZ Sep 9 2012 says:

So do you have any plans with the gui?
cause it would be sorta cool if u had the health and name stuff in the top right and move the armor to the left side of the inventory and remove the right box

+2 votes     reply to comment
Woseseltops Creator
Woseseltops Sep 10 2012 replied:

Well, I know that the GUI will change some day (it's quite large and sometimes unintuitive atm), but it'll do for now. When I redesign it, I'll consider your ideas :). Thanks!

+2 votes   reply to comment
HeroxZ Sep 8 2012 says:

Looks like a great game would love to test :D
i like the pokemon type graphics
keep up the good work

+2 votes     reply to comment
Woseseltops Creator
Woseseltops Sep 9 2012 replied:

Thank you, and the graphical style of Pokemon indeed was the main inspiration!

+2 votes   reply to comment
Kuroi_Mato Sep 1 2012 says:

nice looking game i am tracking.

+3 votes     reply to comment
Rhyl3yMaster Aug 28 2012 says:

Lol only one of them in canada is in Alberta :D. Hey thats me :O

+2 votes     reply to comment
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Released 2012
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Highest Rated (5 agree) 10/10

Amazing game can't wait for more updates.

Sep 29 2012 by jeco0357

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