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  (40 - 50 of 403)
daddya
daddya Oct 21 2013, 6:57pm says:

whens the next beta group

+3 votes     reply to comment
vmfernan92
vmfernan92 Oct 5 2013, 11:24pm says:

I would love to get in on this! How do I get invited?

+3 votes     reply to comment
Woseseltops Creator
Woseseltops Oct 6 2013, 2:59am replied:

By requesting an invite at olvand.com :).

+2 votes   reply to comment
daddya
daddya Sep 27 2013, 8:36pm says:

ETA on next beta team?

+3 votes     reply to comment
Woseseltops Creator
Woseseltops Sep 28 2013, 4:46pm replied:

Google tells me that ETA can mean hundreds of things, but I guess you mean 'Estimated Time of Arrival'. My estimate (which is almost meaningless, because they are rarely true, in both the positive and negative way) is that it will take me 4-6 weeks to finish the first version of Glux, and implement it in the game.

+2 votes   reply to comment
OnlyOneTone
OnlyOneTone Sep 16 2013, 5:49pm says:

I'm very interested in checking this out. I really like the style and the concept. If anyone has an invite that they don't mind sharing or if the developer could send me an invite that would be greatly appreciated.

+3 votes     reply to comment
daddya
daddya Sep 16 2013, 6:43pm replied:

im hopeing for an invite to theres a place to request early acsess hop we both get in :P

+3 votes     reply to comment
Woseseltops Creator
Woseseltops Sep 17 2013, 1:48am replied:

Hi OnlyOneTone and daddya, thanks for your interest! You can sign up for an invite on olvand.com :).

+2 votes   reply to comment
daddya
daddya Sep 19 2013, 6:57pm replied:

i already did
im waiting my turn for my turn to try it out

+3 votes     reply to comment
micahjg
micahjg Sep 15 2013, 8:39pm says:

Won't let me use my acount...says its not a real acount

+3 votes     reply to comment
Woseseltops Creator
Woseseltops Sep 16 2013, 2:26am replied:

Hi, sorry to hear that, but it's definitely something fixable. Could you send me the exact error message in a personal message, or post it on the forums? Thanks!

+2 votes   reply to comment
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Olvand
Platform
Windows
Developed By
Woseseltops
Engine
Custom Built
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Olvand.com
Release Date
Released Aug 2012
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Highest Rated (5 agree) 10/10

Amazing game can't wait for more updates.

Sep 29 2012, 9:26am by jeco0357

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