[Development] Cloud Mu Online (Browser game)

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Hey, everyone!

I wanted to share some exciting news with you all: I've begun working on a project called Cloud Mu Online! It's a browser text-based game that partially recreates the mechanics and features of the original Mu Online. One of the project's highlights is that it's a browser game, which means users don't have to worry about what device to play on or installing anything. All they need is a browser, which is even available on TVs.

This project is simply my hobby, and I do it in my free time. I can't work strictly on a schedule; it's all about my mood and in a workflow.

You can check out the project's progress on gitHub/kagayakashi/cloud_mu_online.
The project is currently under development. You can start it using one of the releases or directly from the master branch, where the latest dev-stable updates will always be available.

Special thanks to Batanaka the author of the project Mu Online web browser version (PHP, MySQL, Javascript) for the inspiration.
 
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nice one!
Just one thing: these creative commons licenses are not really suitable for (open source) software. With your license, I'm not even allowed to fork, change and contribute back to your project.
 
nice one!
Just one thing: these creative commons licenses are not really suitable for (open source) software. With your license, I'm not even allowed to fork, change and contribute back to your project.
This license is suitable for me, you can fork it. Because forking is sharing with my attribution. You can also contribute, because I can accept your changes. It’s not the same as modifying files on your local environment. Forking is allowed only for contributing to the project, not for making personal changes. If your contribution was declined, then you need to discard all your changes to the original fork. So, it’s fine that no one can modify it without me.
 
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I’ve decided to remove update information from this thread; all news will be available on GitHub (in the releases section). Since work has resumed, I want to create documentation, a plan, and specifications for the project. Currently, I’m unsure how to handle Elves, especially their ranged attack. I’m looking for ways to make it viable and unique in a text-based game. For now, I’ll start with just two classes: Warrior and Mage.
And I going to experiment with JS game framework for graphics in future.
 
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Hey. Nice project there! Can we get some images or demo version?
 
I need little help. Feel free to give me your recommendations and vision.
How to make Agility Elf playable in Text Based game?
I dont know how to make difference between Range and Melee attacks, if take for example Agility Elf vs Dark Knight PVP.

Yes, Dark Wizard is range, but his main difference is that he have wide range of Min/Max Damage. He have Higher Max Damage but also lowest Min damage, that makes him random High Damage character. Or Ill change that and he will just have Highest damage, but will be dependent from Mana.

Dark Knight will be more stable Min/Max damage, average Damage and High defense/vitality.

What to do with Agility Elf? Ill read all opinions.

My idea is to rework original Mu formula and make Agility Elf highest Defense Rate/Attack rate Character.
Fast, Quick with Evade and etc.
 
The project is promising, i would love to get interracted if possible.
 
Yoo I'm trying to run this!
There's no way this can run on windows right?

Also what did you base the project on? any specific browser version of MU? or just made your own?

Great work btw
 
Hello everyone,

Just wanted to let you know that the project is not dead! I'm working on it in my free time. I'm currently focusing on the documentation and thinking about how to simplify some mechanics to make the game itself more like a framework. It's a challenging architecture task, but I'm making progress.

Once that's done, I'll be ready to develop many web MMO games, using this as a foundation.


The project is promising, i would love to get interracted if possible.
At this stage, I don't think I need any help. However, later on, I plan to set up a forum with a section where you can share your ideas or offer services that could help the project.

In the meantime, you could try developing mathematical formulas for better balance in the game. For example, formulas for attack speed (calculating seconds of delay based on agility), hit chance, or damage versus defense would be valuable. I believe the original MU formulas aren’t well-balanced, so there’s definitely room for improvement.


Yoo I'm trying to run this!
There's no way this can run on windows right?

Also what did you base the project on? any specific browser version of MU? or just made your own?

Great work btw
The project can be deployed on Windows, and there are four ways to do it:

  1. Use a virtual machine, like VirtualBox, and run Linux on it.
  2. Use WSL2 (Windows Subsystem for Linux).
  3. Use Docker.
  4. Install Ruby and Ruby on Rails directly on Windows, though this method isn't well-supported based on my experience.
Personally, I recommend using an Oracle Linux server to deploy the project.
 
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Alpha version is coming soon!

In this version, the following features will be available:
  • Registration and Login: Players can create accounts and log in.
  • Three Classes: Choose between three available classes — Dark Knight, Dark Wizard, and Fairy Elf.
  • Character Creation: Players can create up to three characters and select one to play from their list.
  • Locations: Lorencia and its surrounding areas filled with monsters.
  • Travel: Move and explore different zones.
  • Teleport: Use teleportation to quickly travel between maps (only Lorencia city).
  • Monster Battles: Physical attacks are available for fighting monsters (no magic yet).
  • Leveling Up: Characters can gain experience, level up, and improve their stats.
  • Death Penalty: When a character dies, they lose experience or even a level.
This alpha release offers the core gameplay mechanics, allowing players to create characters, explore, and engage in combat.
 
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The alpha version alpha-1 has been released. You can check it out in the Releases section on GitHub. Screenshots will be added later in the Readme.

Please refrain from requesting new features for now. Yes, there isn't much ready yet, but this is the foundation, and I need to establish it.

You can evaluate the current core game mechanics related to the combat system and leveling up. The current design is focused on mobile devices, both new and old. Recommendations for design improvements are welcome. I need help determining the best and most user-friendly way to display the combat system.
 
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I think the biggest feature is auto farming / offlevel in this type of game. For example I set it up, close the browser and come back in an hour to see the results.

Do you think it's hard to implement?
 
I think the biggest feature is auto farming / offlevel in this type of game. For example I set it up, close the browser and come back in an hour to see the results.

Do you think it's hard to implement?
To answer the question right away—can this be done? Yes, it’s possible.
But the real question is: does the game need it? How will it affect player engagement?

When I was designing the core combat system, I had a few different ideas and references. Right now, I’m leaning towards not including auto-combat or offline combat. Instead, there will be a different type of activity where the player can choose a set time, like 8 hours, and receive rewards after it finishes, but no experience points or levels.

This system has one downside: it requires players to be online. The more time a player spends in the game, the faster they can grow stronger. However, not everyone enjoys such active gameplay, especially in a mobile browser game.

I might change my mind and add auto-combat to speed up gameplay, so players wouldn’t need to constantly press the attack button. This is definitely a question of usability.

The game will primarily be active, as I plan to add open-world PvP. Anyone will be able to attack any other player nearby in the same location
 
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Ruby on Rails version 8 has entered beta, bringing many new features such as simplified server deployment, the removal of the unnecessary Redis, and new BackgroundJob modules. The next task will be to update the Ruby on Rails used in the project to version 8. The installation guide will eventually become even simpler.
 
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