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Current Version Live on the Starting City that was Drawn by me
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Community Challenges
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Leaderboards
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Game News
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preview of the Mobile GUI
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First POC 1.0, the city i made was too simple, the current version is more cool
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First POC 1.0, the city i made was too simple, the current version is more cool
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First POC 1.0, the city i made was too simple, the current version is more cool
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First POC 1.0, the city i made was too simple, the current version is more cool
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Please test it along someone so you can deep dive into the mechanics behind the server architecture i made for devvit, i tried to make it ready for Mobile, and it is but the HUD needs a Revamp.. so it works but not ready yet there. but you are free to try the Mobile, version.. for Ipad and computers & tablets it works
Moving around
- click — walk there
- right click — context menu on anything (players, mobs, nodes, buildings)
- shift (when not moving) — inspect the world, tells you what a tile is
- sprint — top right button, drains stamina, stamina comes back when you chill
Making money
- gather anything (logs, ore, fish, herbs) → sell at the shop or to merchants
- merchants post orders
- craft the thing instead of selling the raw material, it's always worth more
- use the grand exchange to post sell orders
Leveling
- every action gives xp in its skill. combat xp scales with damage dealt
- crafting happens at stations in the city — queue it, go do something else
- your Journal tracks everything: skills, quests, achievements, and the Crafting Book
Fghting
- rats at night will humble you. get gear first
- bosses need keys and have phases
- arenas and leaderboards exist if you want to prove something
- the city safe zone protects you.
Community Driven
- Community Polls, One poll type that is general to vote without World Power (Level In game)
- Power Polls, where your level decides your Voting Power
- Random World Events, Examples : Everyone must bring 10,000 logs to the "x" Merchant, if World succeds everyone that participated gets a Slice, top contributors get MORE
- Game driven Flairs, you got a skill into 100 ? get the Flair and get the Cape ingame.
- Leaderboards. you want to check the best Firemaking players, the best and most useful skill in the whole game ?
Questing
- There are currently two existing quests, that you can get from marked NPCs. just talk to them the first quest is the Tutorial One, it will guide you through the game systems..... the other one is the Mechanic for the LifeSkill Archeology which is Digging so you need to find the Digging Site and Dig, i want it to do it better, like adding real map hints, but i wont be adding developement to that if in the future will certainly change the Map system.
Guilds
- found one for 5000c, or join one from the Realm window (bottom dock)
- donate to level the realm — higher level = xp bonus for EVERY member, bigger claim, more seats
- build a totem to claim land. your claim shows named on everyone's map
- declaring war is a button. losing a war costs 20% of the treasury
Titles & flair
- hit level 50 in any skill → badge → equip it in the flair selector → it becomes your reddit flair
- 108 recipes crafted = Master Artificer. someone will get it eventually
Inspiration
Sword and Elixir is completely inspired in games that are community driven and life skills focused like Runescape,Bitcraft and EVE online (to be fair the game was going to be a 2.5d space game at the start but because my artistic limitations i wouldn't be able to land a proper concept without artist, SO i pushed all my capacities into making all the technicality frist and then in the future the artistic things.. this is a game that is been of the works for over a year.. you can see the history in the devvit developers page, and see how it evolved
What it does
Sword and elixir is a mmorpg that lets gives you 20 Lifeskills
- Each lifeskill is improved by leveling, you level up by doing the most related activitiy for that skill.. for example. i want to focus myself in construction... i would have to construct many Lamps,Chairs,Walls,Roads etc..
- each Lifeskill have Tools.. for their activity but these tools are Level gated for example a Pickaxe from level 1 (copper pickaxe) will be giving you 1 ore, and very low chance of critical hitting a Rock, but a Adamantum Pickaxe would give you 3-4x Ore and more % of critical hit chance.... all of this tools are Conceptually based on T1,T2,T3,T4 until T7 the game currently has only T1~T4 but this lets the user, also crafting this tools is no easy task.. each tool increments by Tier, and only a Craftsman or Smiter with proper T2~T3~T4 Level can craft them. Developing a Sense of community by Achievemet and Craftsanship... -A quest system, we currently have two quests, Newcomers trail that is an introduction to crafting, gathering, passive crafting (takes IRL time), -Daily Task, Sometimes a Traveler NPC will arrive in the City you can complete their task to get GP (golds) -Construction System, you can really place any building you want in the world and be persistent... maybe you want to put a Barter Stand, where you will sell your items at 20x the original price ? thats onto you -CLAIMS, Claims system is a community driven equivalent of Clans and Parties, because of devvit limitations i had to Conceptualize a good way for the users to be able to Play together without needing a Real Party system. this is what CLAIMS are.. claims is a system where you claim a part of land.. and you level up your claim token to get more space and area to build... you can even build your own buildings and bring NPCS that exists on other Cities... and even put shops and stalls for people to trade and walk to your city... each community can give resources to make the Claim alive... the system is now implemented but needs lots of user testing.. -PVE, right Now you can fight rats, and they drop items, you can also level up hunting by hunting birds and Venison,
The game is HARD
How we built it
Each Engine change was done because i encountered roadblacks, I started developing this game almost a year and half ago, using React & Javascript, then used Phaser, then went to Unity, and then finally Stayed in Godot... why i choose this ? because of the LIMITATIONS of devvit..
Challenges we ran into
The core challenge my game encountered are the following.. -Mobile & Desktop Shared UI. this was extremely painful to do... -Limitations of 50mb WASM i had to SUPER EXTREMELY adjust my code, creating my own kind of Bridge for Godot <> Devvit Frame, but as of now its very stable and works pretty well -No Websockets... imagine you want to do a MMORPG without Websockets or subscription.. this is the most painful of all the challenges, the tools are not enough, but i had to improvise. -Not a very artistic person, i had to use CC0 tilesets and tilemaps by Kenney <3
Accomplishments that we're proud of
Im a Hobby Music Producer, so the music is made by me using FL Studio Im proud of my Godot Bundler for dEVvit Im proud of my server architecture although it could be better if i get better tools Im proud of making a real mmorpg work with devvit limitations.. (Please let me use Websockets, it will be way better and more responsive)
What's next for Sword And Elixir
- If the game somehow succeds i would like to get artists to make SpriteSheets, if community decides (via community voting with LifeSkill Power) we can see what way we go.. 2.5D or 2D.. with a Proper Elevation System, Terraforming, Etc..... -TileSplatting so the boundaries between Different Tiles and Biomes can be seen more Softened using the Systems Behind Necesse ( Cardinal World Splatting Biased on Neighbor ) this will make the game look cooler. but only if we Keep the 2D on it...
- PVP, Better WORLD Bosses considering Devvit Limitations,
- Ranged Attacks and Spells with a Magic System... currently i have magic but the XP Curve and Planning has not been done.. need to think about this more troughly
- Better Guild Management
- Better GUI, the current GUI is good, but needs work for it to WOrk on Mobile and for each Station.....
- Opening a new map chunk, because im working with 1 test chunk only, the Backend is made to handle Extremely Large Worlds so using 1 chunk is only for demo purposes
Built With
- godot
- javascript
- spacetime

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