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Project Lunchables aka Raccoon Realms 2 - ROTMG Tool


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Project Lunchables aka Raccoon Realms 2

Postby MrRaccoon » Mon 20 Jul 20 - 2:18

Salutations, friends!

After a year or two of inactivity here I return with good news! My tiny little team of myself and two others are currently hard at work on the next Raccoon Realms, currently codenamed Project Lunchables. Those of you who were around when the original Raccoon Realms was live may remember our extensive collection of custom items, custom holiday event bosses, and even custom gods, which will all make their glorious return utilizing modified NRcore source code instead of the rather limiting FSoD code we were working with before.

Project Changes/Goals
**We finally have working prod dungeons and behaviors! Each of these will eventually be given their own unique Raccoon Realms twist in the near future to ensure that even those with max'd stats have a good reason to explore them again!

**A true end-game experience and crazy challenges are being thoroughly planned out and conceptualized as we speak.

**Better balance than in the previous iteration.

**True collector's items: These will be limited items that only come around only once a year or once at all. Some of these will commemorate an event, such as being around for the project's official launch, or achievements, such as taking down a particularly powerful limited event boss.

Updates will be frequent around launch time as we finish fleshing out the world for you. Once we have our groundwork laid out for you to enjoy I promise you we will have a content road map with at least 3 major updates per year!

"That all sounds good, MrRaccoon, but when can we actually see this thing you're talking about?
We have a limited launch goal of around September 2020.

Sweet, dooders, is there a discord or somewhere we can go to talk about this project?
There is and there isn't. I'm keeping the discord limited until we have a little bit more actually IN the game to discuss. When that changes we'll let y'all know. In the meantime this is the spot, I guess, for all that.

Need help with anything? Is there some way I can contribute to the project?
Not particularly, at least not yet. But if we were looking for folks they'd have to meet certain criteria. We have enough mouthpieces and "ideas guys" for now. Consideration would only be given to folks who have some background with NRcore, XML work, spriting, ect. I will make room this very instant for people with experience in behaviors and maps for dungeons. These will be the highest priority in terms of staffing.

Why plug your server here, in this forum for a dead pserver?
Because RotMGtool is what inspired me to make my first one. This little page has a special place in my heart. Y'all don't even know what you missed out on...

Anywho thanks for your time.

Cheers,

Raccy
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Postby MrRaccoon » Sun 26 Jul 20 - 23:26

Alrighty. I've decided to open the discord channel to interested parties.

* Please Register and Login to see links *


Do let me know if, for whatever reason, that link doesn't work.

Also, a major change we're making to our server is to eliminate potions altogether. Stats will now be handled by runes. Each rune acts as 2 potions, one for each stat. The distribution we have planned will make it possible to 2/8 in glands and to farm dungeons for the other stats.
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Postby MrRaccoon » Mon 03 Aug 20 - 5:33

Project Update:
The first of our new gods is now appearing rarely in glands. He'll drop a crafting material used for the most powerful abilities in the game, albeit at a very low rate. Which, of course, means we'll have forging via an NPC in the Nexus.

All tier'd gears above T6 have been removed. Tier'd gears from 0-6 have had their stats adjusted to compensate. These items have also been completely reworked visually. The sprite work from the artist formerly known as Songhai is truly remarkable. Absolutely no prod assets are used for tier'd gears or our custom items.

Preliminary concept planning has begun on remix'd bosses for the old prod dungeons we currently have. They will have a rare chance of being spawned immediately upon the death of the old boss of that dungeon. These bosses will likely wind up as remastered sprites from the old bosses.

We're far along enough now that we're starting to shop around for a VPS to host it on for closed testing which should be on track for late August with a public run beginning in early September.
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Postby MrRaccoon » Wed 19 Aug 20 - 23:13

In this week's build update 2 new challengers appear.
A new glands god and a new dungeon boss.

Project Lunchables: the limited test launch has been delayed until mid-September because of a delay with one of the tools I use as well as some balancing adjustments that had to take place across many of our custom items.
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Postby MrRaccoon » Sun 30 Aug 20 - 21:35

The first of our new remix'd dungeon bosses is now in.
Killing Dreadstump has a chance, albeit a small one, to spawn DEADstump the Pirate God which will have a gnarlier loot pool, vastly increased health and damage, and a fresh coat of paint.

Some of you may remember Purgatory Soul, the inky whispy new glands God. He returns as well and is just as much of a bastard as before.
In the near future we'll be adding a material to his loot pool which will be required to craft some really special ability items.

I notice a couple of y'all have landed in our Discord. To you I say welcome! You can get up-to-the-minute information about updates from the #scheming section without having to wait until I post a message here.

Lastly, I am currently entertaining the idea of a bare-bones test build becoming available in mid-september. It will be far from a finished project and database wipes will occur with each major update until we reach a point I'm satisfied with. If you're okay with that, and still have interest in seeing the project evolve from within the project, do let me know. Realistically we won't be at a point where wipes are unnecessary until at least November.

Cheers,

Raccy
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Postby MrRaccoon » Sun 30 Aug 20 - 22:09

Project Lunchables is now actively seeking additional help.
We need 2-3 people who can help us with some back end projects.
1 additional developer (we currently only have one person who can actually call themselves a coding dev and it sure as shit isn't me).
1-2 people who have experience in maps and behaviors.

The above listed roles are all we're looking for. We have no need or desire for people just designating themselves as testers.
We already have a couple very talented sprite artists.
If any of the above listed roles sounds like you and you'd like to take part in the creation of an ever-evolving world that will be bankrolled by me as long as it retains any amount of players do hit up our Discord which is linked in the second post of this thread.
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Postby MrRaccoon » Sun 06 Sep 20 - 21:23

Work is underway on the first of our custom dungeons. Our amazingly talented sprite artist in chief has already put together a few of it's mobs and, without spoiling too much, they are delicious.

In two weeks time we should have a limited test build hosted online. And by "limited test build" I mean invite only with the highest priority being those helping with the project and/or active in our discord.

We still need help with behaviors and map making. These are really the only two things holding us back from evolving the world at a rapid pace.
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Postby MrRaccoon » Sun 06 Sep 20 - 22:07

We've hit a snag with the Snake Pit behaviors... in that they don't exist.
We'll be looking for help translating FSoD code for Snake Pit into something NRcore source can handle. It's either that or we just remove Snake Pit altogether.
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Postby MrRaccoon » Sat 26 Sep 20 - 22:09

we're going live in about 10 days regardless of what state it's in.
Just waiting on a shop fix and a few items to chase seeing as how I was advised by my staff to remove all traces of the old item sets we had in RR1.
So that set me back quite a bit.

We still need assistance or guidance with behaviors. Really the only thing holding us back at the moment. Interested parties should get in touch with me ASAP
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Postby MrRaccoon » Mon 05 Oct 20 - 0:24

One last delay, sorry. I was going to buy the VPS this past Friday but my rent and utility bills were a little high this time around.
We should have a very basic build up for private testing in about 12 days.

New account registration will be locked. All testing accounts will be created in advance. Stop by the Discord for your chance to get on the list.
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