<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Forerunner Gaming - Voslom]]></title>
		<link>https://forerunnergaming.org/forums/</link>
		<description><![CDATA[Forerunner Gaming - https://forerunnergaming.org/forums]]></description>
		<pubDate>Thu, 23 Apr 2026 10:17:13 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Voslom - some progress]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=4778</link>
			<pubDate>Mon, 26 Sep 2016 14:47:55 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=4778</guid>
			<description><![CDATA[(Wall of text incoming)<br />
<br />
If you have not heard, Voslom is a game I've been working on in my free time for awhile now. I took a break from it for a bit to focus on FRG, and the small player base stopped playing frequently due to lack of updates, since then the servers have been shut down as I prepare for a pretty big update(and the port to Monogame).<br />
<br />
I started out just wanting to make combat more interesting, but now not only do I hope to achieve that, I have a few more things in mind.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #cc3333;">Combat</span></span></span></span><br />
Now as you know, I wanted a different feel to the combat. I didn't want it to consist of jumping down, pressing the attack button a few times, and jumping back up to a platform to restore your Stamina. While that was very casual and made the game more 'chill' to play. It's not all I wanted.<br />
<br />
To counter this, I started thinking up more complicated combat systems. While I left the ability to 'fight n chill' in for normal monsters, you're going to want to brush up on your combat skills before taking on 'Lairs" or "Dungeons".  I also added "Knockback" when you hit an enemy/get hit depending on the power of your weapon(or theirs). This adds more of an impact response to hitting an enemy, and just feels better.<br />
<br />
First off, I made a  basic combo system and removed the ability to power attack anytime you want (unless the weapon does not support a combo). So now in order to perform your power attack, you must do the basic combo set of the weapon, then you can press the power attack button to perform the stronger attack.<br />
<br />
The animations are still being worked on, as I'm no artist, but I think it may help get the job done, if the combos are quick enough. Not all weapons will support combos though, some will just require one attack to perform it's power attack.<br />
<br />
Now these dungeons I mentioned before will be fairly complicated levels. I plan to have 'World dungeons' and 'Group dungeons'. The first one will be a dungeon anyone can go in in the world, and the second one will be instanced for your group only.<br />
These will have some fairly difficult jump puzzles, so be prepared to get salty.<br />
<br />
This brings me to the next addition.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #ff6633;">Abilities</span></span></span></span><br />
<br />
Abilities are 'mechanics' that change how your character can interact in the world, using them will have a downside(such as using stamina).<br />
<br />
These Abilities have their own required stats to unlock, and all do some different things. Do note, these will dynamically lock/unlock if you put on armor that gives you just enough stat bonuses to have their requirements.<br />
<br />
Abilities will consist of things like Wall Jump, Wall Slide, Dash, etc. Each of these having their own requirements to unlock, for example:<br />
Wall Jump could require 15 Agility, 10 Strength and 2 Stamina to unlock.<br />
<br />
Don't worry, there will be armor pieces designed to give large boosts to specific stats, so you can hunt these down if you wish to use an ability but don't have the right character stat build for it.<br />
<br />
These abilities open up a whole new aspect to the game and make it more exciting. Perhaps a dungeon will have puzzles requiring certain abilities. So you can either grind out the levels to unlock it, or hunt down the gear you need to unlock it with your stat build. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #3399ff;">Shrines</span></span></span></span><br />
Shrines will be used to traverse the world faster. They will be specific spawn points where you can set your spawn, however you can use them to travel to other shrines in the world too. But in order to travel to a shrine, you MUST have set your spawn there at least one time before to unlock it. <br />
<br />
The world will be pretty big as I add more to it (already have some new regions), so these are needed so players wont have to walk 10+ minutes to meet up with their friends.<br />
<br />
<hr />
Here are some more behind the scenes changes for those interested.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #3366ff;">Particles</span></span></span></span><br />
I spent a few days writing a particle system and editor for Voslom. This will make everything look better, having hit effects and other various cool looking stuff. The game was missing this, and I knew it, but I got around it.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #3333ff;">Animations</span></span></span></span><br />
Animations now have a lot of control over in-game mechanics. Directly in the animation editor I can now specific added velocity, or 'slash trails', or even where and when to burst out custom particles. It's very nice for designing complicated attacks/animations. <br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #339966;">New Enemy Interpolation system</span></span></span></span><br />
I revamped the entire networking system when it comes to enemies and players. You see them slightly more in the past as before, but in turn they use a lot less bandwidth, and are more accurate. <br />
<br />
Each enemy has a packetbuffer, and it stores received updates in them, it will then interpolate the enemy between the 2 most recent packets it receives. It's setup in such a way that it's usually finished one interpolation by the time a new update packet is received.<br />
<br />
The reason for this was to support a  higher player/enemy count on the server. This left a problem with hitreg, so I in turn had to redesign some things with the original hit detection system. It works pretty well.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #6633ff;">Map previewing system</span></span></span></span><br />
Before when developing a map, there was no easy way to preview the map. I had to compile it with my asset compiler, and added it to the server, then use commands to teleport myself to it. It was a real hassle.<br />
<br />
I have just recently edited my tile editor to allow an "In game preview" this allows you to see what it looks like in the Voslom Engine, as well as control a player and set specific stats/abilities as active on that player. This definitely speeds up the whole mapping process, which was a pain in the ass before. I also made an entirely new parallax background system that is faster than how I used to do it.<br />
<br />
<br />
All in all I was bored when I started writing this, I just thought I'd give some insight on the many things changing with the game. I am continuing to work on it, and love working on it. It's starting to shape more into a game I would love to play. I don't plan on the game 'blowing up' in popularity or anything, but if I have even a small community of players that play it fairly often, I'd be happy.<br />
<br />
I leave you with this preview from the map previewer standalone:<br />
<a class='oembed' href="javascript:void(0)" onclick="window.open('http://i.imgur.com/1mo3JWm.png', '', 'toolbar=no');myWindow.focus();"><img src="http://i.imgur.com/1mo3JWm.png" style="max-width: 800px;max-height:600px;" alt="Image" title="Full sized Picture" /></a> <br />
(Don't mind the 2 stat buttons below, one is for abilities just haven't made an icon for it yet)]]></description>
			<content:encoded><![CDATA[(Wall of text incoming)<br />
<br />
If you have not heard, Voslom is a game I've been working on in my free time for awhile now. I took a break from it for a bit to focus on FRG, and the small player base stopped playing frequently due to lack of updates, since then the servers have been shut down as I prepare for a pretty big update(and the port to Monogame).<br />
<br />
I started out just wanting to make combat more interesting, but now not only do I hope to achieve that, I have a few more things in mind.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #cc3333;">Combat</span></span></span></span><br />
Now as you know, I wanted a different feel to the combat. I didn't want it to consist of jumping down, pressing the attack button a few times, and jumping back up to a platform to restore your Stamina. While that was very casual and made the game more 'chill' to play. It's not all I wanted.<br />
<br />
To counter this, I started thinking up more complicated combat systems. While I left the ability to 'fight n chill' in for normal monsters, you're going to want to brush up on your combat skills before taking on 'Lairs" or "Dungeons".  I also added "Knockback" when you hit an enemy/get hit depending on the power of your weapon(or theirs). This adds more of an impact response to hitting an enemy, and just feels better.<br />
<br />
First off, I made a  basic combo system and removed the ability to power attack anytime you want (unless the weapon does not support a combo). So now in order to perform your power attack, you must do the basic combo set of the weapon, then you can press the power attack button to perform the stronger attack.<br />
<br />
The animations are still being worked on, as I'm no artist, but I think it may help get the job done, if the combos are quick enough. Not all weapons will support combos though, some will just require one attack to perform it's power attack.<br />
<br />
Now these dungeons I mentioned before will be fairly complicated levels. I plan to have 'World dungeons' and 'Group dungeons'. The first one will be a dungeon anyone can go in in the world, and the second one will be instanced for your group only.<br />
These will have some fairly difficult jump puzzles, so be prepared to get salty.<br />
<br />
This brings me to the next addition.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #ff6633;">Abilities</span></span></span></span><br />
<br />
Abilities are 'mechanics' that change how your character can interact in the world, using them will have a downside(such as using stamina).<br />
<br />
These Abilities have their own required stats to unlock, and all do some different things. Do note, these will dynamically lock/unlock if you put on armor that gives you just enough stat bonuses to have their requirements.<br />
<br />
Abilities will consist of things like Wall Jump, Wall Slide, Dash, etc. Each of these having their own requirements to unlock, for example:<br />
Wall Jump could require 15 Agility, 10 Strength and 2 Stamina to unlock.<br />
<br />
Don't worry, there will be armor pieces designed to give large boosts to specific stats, so you can hunt these down if you wish to use an ability but don't have the right character stat build for it.<br />
<br />
These abilities open up a whole new aspect to the game and make it more exciting. Perhaps a dungeon will have puzzles requiring certain abilities. So you can either grind out the levels to unlock it, or hunt down the gear you need to unlock it with your stat build. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #3399ff;">Shrines</span></span></span></span><br />
Shrines will be used to traverse the world faster. They will be specific spawn points where you can set your spawn, however you can use them to travel to other shrines in the world too. But in order to travel to a shrine, you MUST have set your spawn there at least one time before to unlock it. <br />
<br />
The world will be pretty big as I add more to it (already have some new regions), so these are needed so players wont have to walk 10+ minutes to meet up with their friends.<br />
<br />
<hr />
Here are some more behind the scenes changes for those interested.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #3366ff;">Particles</span></span></span></span><br />
I spent a few days writing a particle system and editor for Voslom. This will make everything look better, having hit effects and other various cool looking stuff. The game was missing this, and I knew it, but I got around it.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #3333ff;">Animations</span></span></span></span><br />
Animations now have a lot of control over in-game mechanics. Directly in the animation editor I can now specific added velocity, or 'slash trails', or even where and when to burst out custom particles. It's very nice for designing complicated attacks/animations. <br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #339966;">New Enemy Interpolation system</span></span></span></span><br />
I revamped the entire networking system when it comes to enemies and players. You see them slightly more in the past as before, but in turn they use a lot less bandwidth, and are more accurate. <br />
<br />
Each enemy has a packetbuffer, and it stores received updates in them, it will then interpolate the enemy between the 2 most recent packets it receives. It's setup in such a way that it's usually finished one interpolation by the time a new update packet is received.<br />
<br />
The reason for this was to support a  higher player/enemy count on the server. This left a problem with hitreg, so I in turn had to redesign some things with the original hit detection system. It works pretty well.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-size: large;"><span style="color: #6633ff;">Map previewing system</span></span></span></span><br />
Before when developing a map, there was no easy way to preview the map. I had to compile it with my asset compiler, and added it to the server, then use commands to teleport myself to it. It was a real hassle.<br />
<br />
I have just recently edited my tile editor to allow an "In game preview" this allows you to see what it looks like in the Voslom Engine, as well as control a player and set specific stats/abilities as active on that player. This definitely speeds up the whole mapping process, which was a pain in the ass before. I also made an entirely new parallax background system that is faster than how I used to do it.<br />
<br />
<br />
All in all I was bored when I started writing this, I just thought I'd give some insight on the many things changing with the game. I am continuing to work on it, and love working on it. It's starting to shape more into a game I would love to play. I don't plan on the game 'blowing up' in popularity or anything, but if I have even a small community of players that play it fairly often, I'd be happy.<br />
<br />
I leave you with this preview from the map previewer standalone:<br />
<a class='oembed' href="javascript:void(0)" onclick="window.open('http://i.imgur.com/1mo3JWm.png', '', 'toolbar=no');myWindow.focus();"><img src="http://i.imgur.com/1mo3JWm.png" style="max-width: 800px;max-height:600px;" alt="Image" title="Full sized Picture" /></a> <br />
(Don't mind the 2 stat buttons below, one is for abilities just haven't made an icon for it yet)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Are the servers shut down]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=4573</link>
			<pubDate>Sat, 20 Aug 2016 18:38:12 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=4573</guid>
			<description><![CDATA[Tried to log in to today, said couldn't connect to servers, is this because I keep getting my password down or because there's no servers up?]]></description>
			<content:encoded><![CDATA[Tried to log in to today, said couldn't connect to servers, is this because I keep getting my password down or because there's no servers up?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Voslom in game economy?]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=2811</link>
			<pubDate>Thu, 17 Dec 2015 10:19:29 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=2811</guid>
			<description><![CDATA[So, I've been thinking about Voslom, and how I can improve the game over-all(aside from adding more features, fixing bugs, etc, more long-term).<br />
<br />
I was thinking about how Economies are a fairly important aspect in some MMO's(they were to me, that's for sure),  how they keep their player base coming back for more, and all around make getting rare loot more satisfying. <br />
It gives more of a reason to go through raids, boss fights, etc. Especially if you already have items from them.(The reason is to get rare loot to sell to other players, of course!)<br />
<br />
Now, let's talk ways this may be accomplished in Voslom. <br />
<br />
First, I can add Player to Player trading; Where you can trade coins, and items, basically a typical trading system.  I suspect the "Transmute" values would act as a 'lowball' price for some of the items. This could accomplish the goal, however, it could also completely ruin the experience for players.. if higher level veterans just run around and give their spare items to newbies, the experience of working your way up is lost, and that good feeling of getting your first drop probably goes with it.<br />
<br />
One way to attempt to counter that would be to add a Level requirement to gear, so even if a level 1 gets a free item, they may not be able to even use it right away(have to work their way to it).<br />
<br />
Second, I could add a market system, which removes the trading interaction between the players all together. You wont see who listed an item. This would make actually giving people items pretty risky, as ANYONE can view the market and purchase items from it.<br />
This could definitely work, and could add that feeling I'm looking for, That is the: "Holy shit I'm rich" feeling you get when you get that rare, epic drop. The feeling is good when you do get a drop right now in Voslom, but an economy could possibly keep players coming back for more, and add a whole new aspect to the game community.<br />
<br />
The economy would definitely start off slow as players start collecting coins, and prices would be all over the place at first. But with enough people obtaining gold, general price ranges will be established, and things should start to level out. It could also very well be that an economy like this is simply not for Voslom.<br />
<br />
Now, feel free to discuss with me/each other on here about the matter. Or post ideas, opinions, etc. Anything related.]]></description>
			<content:encoded><![CDATA[So, I've been thinking about Voslom, and how I can improve the game over-all(aside from adding more features, fixing bugs, etc, more long-term).<br />
<br />
I was thinking about how Economies are a fairly important aspect in some MMO's(they were to me, that's for sure),  how they keep their player base coming back for more, and all around make getting rare loot more satisfying. <br />
It gives more of a reason to go through raids, boss fights, etc. Especially if you already have items from them.(The reason is to get rare loot to sell to other players, of course!)<br />
<br />
Now, let's talk ways this may be accomplished in Voslom. <br />
<br />
First, I can add Player to Player trading; Where you can trade coins, and items, basically a typical trading system.  I suspect the "Transmute" values would act as a 'lowball' price for some of the items. This could accomplish the goal, however, it could also completely ruin the experience for players.. if higher level veterans just run around and give their spare items to newbies, the experience of working your way up is lost, and that good feeling of getting your first drop probably goes with it.<br />
<br />
One way to attempt to counter that would be to add a Level requirement to gear, so even if a level 1 gets a free item, they may not be able to even use it right away(have to work their way to it).<br />
<br />
Second, I could add a market system, which removes the trading interaction between the players all together. You wont see who listed an item. This would make actually giving people items pretty risky, as ANYONE can view the market and purchase items from it.<br />
This could definitely work, and could add that feeling I'm looking for, That is the: "Holy shit I'm rich" feeling you get when you get that rare, epic drop. The feeling is good when you do get a drop right now in Voslom, but an economy could possibly keep players coming back for more, and add a whole new aspect to the game community.<br />
<br />
The economy would definitely start off slow as players start collecting coins, and prices would be all over the place at first. But with enough people obtaining gold, general price ranges will be established, and things should start to level out. It could also very well be that an economy like this is simply not for Voslom.<br />
<br />
Now, feel free to discuss with me/each other on here about the matter. Or post ideas, opinions, etc. Anything related.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Voslom is coming soon!]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=2206</link>
			<pubDate>Mon, 14 Sep 2015 02:41:49 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=2206</guid>
			<description><![CDATA[I've been working on this a little the past few days, I've finished linking the game with the forums, and made a launcher/auto updater for the game client. This means I can release the game very soon to you guys. I just need to figure out if I should make it free for all, free for members, &#36;5 dollars for all/free for forerunner package owners. Etc.<br />
<br />
Once I get all of that out of the way, I will post details about the game, the controls, and details on some of the mechanics/stats.<br />
<br />
If you're curious about it, you can ask opinions on it from those who have played it(Kiefer, flying, jamicis, Jake, aresuft, denny, and a few others)<br />
<span style="font-size: xx-small;"><br />
Please do not have high expectations for this, as it's a very simplistic 2d mmorpg. I'm not the greatest coder/dev/artist so there are definitely going to be bugs, and I'm not even sure if most of you would like it.</span><br />
<br />
I leave you with this:<br />
<a class='oembed' href="javascript:void(0)" onclick="window.open('http://i.imgur.com/bNbSon0.png', '', 'toolbar=no');myWindow.focus();"><img src="http://i.imgur.com/bNbSon0.png" style="max-width: 800px;max-height:600px;" alt="Image" title="Full sized Picture" /></a>]]></description>
			<content:encoded><![CDATA[I've been working on this a little the past few days, I've finished linking the game with the forums, and made a launcher/auto updater for the game client. This means I can release the game very soon to you guys. I just need to figure out if I should make it free for all, free for members, &#36;5 dollars for all/free for forerunner package owners. Etc.<br />
<br />
Once I get all of that out of the way, I will post details about the game, the controls, and details on some of the mechanics/stats.<br />
<br />
If you're curious about it, you can ask opinions on it from those who have played it(Kiefer, flying, jamicis, Jake, aresuft, denny, and a few others)<br />
<span style="font-size: xx-small;"><br />
Please do not have high expectations for this, as it's a very simplistic 2d mmorpg. I'm not the greatest coder/dev/artist so there are definitely going to be bugs, and I'm not even sure if most of you would like it.</span><br />
<br />
I leave you with this:<br />
<a class='oembed' href="javascript:void(0)" onclick="window.open('http://i.imgur.com/bNbSon0.png', '', 'toolbar=no');myWindow.focus();"><img src="http://i.imgur.com/bNbSon0.png" style="max-width: 800px;max-height:600px;" alt="Image" title="Full sized Picture" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Voslom?]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=1151</link>
			<pubDate>Fri, 24 Apr 2015 00:27:09 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=1151</guid>
			<description><![CDATA[Sounds pretty cool. Can we get some information about it, even snippets?]]></description>
			<content:encoded><![CDATA[Sounds pretty cool. Can we get some information about it, even snippets?]]></content:encoded>
		</item>
	</channel>
</rss>