TOTEO- Going...Going.....Not gone?

The semi-active series of TOTEO Blogposts on here was replaced by a real Blog a few weeks back.


Ever since I have made both a Forum and have heavily updated the Blog. Feel free to check out either.


You can find the forum Here.

And you can also find the blog Here.


TOTEO has come far from being a tiny speck of an idea in my mind. Infact it's now quite the opposite.

Posted by Mechana2412 on Saturday, January 26, 2008 07:53PM - 1 comment / Members say: yea +0, nay -0

Strange coding-related Question

Is it possible to read variables from an Object Type that isn't physically on the map?

Posted by Mechana2412 on Monday, January 14, 2008 12:19PM - 4 comments / Members say: yea +0, nay -0

TOTEO's Official Blogspot

I've decided to make a Blogspot for TOTEO's Development Blog, allowing for a bit more customization and control for when and how I post the entires.

You can find it at http://toteo.blogspot.com/

Posted by Mechana2412 on Thursday, January 10, 2008 02:34PM - 0 comments / Members say: yea +0, nay -0

TOTEO Development- Basics

As a BYOND developer and gamer, I've found alot of games to have certain systems Original while the others are copied from the mainstream. This usually turns into a great game, but in the end if you're looking for something entirely different, you end up not being very surprised.

And so, I try to make Throne of the Elements as original as possible, while also adding some of the better elements of classic gaming into the mix.

-Communication-

Communication between players is something usually overlooked in alot of online games, most usually BYOND ones. Most BYOND games have an edited version of the default Worldsay or OOC verb and don't really take it any further than that. For TOTEO I've been trying to come up with a system that works well while also being new and engaging.

I've decided to totally remove the Worldsay function to try and support closely-knit communities of players. This makes players feel less involved in the community at times, but in the end it can pave the way for players to make their own communities to make up for it. The Friend system is mostly the same as most MMOGs, although I might change some things here and there to make it a bit better.

And of course, what would an MMOG be without a Group system. Groups tend to be small teams of players joined together to gain experience or finish a quest, although some of them may be for other uses. In TOTEO the system works in a different way, which, although I cannot release the fine workings of yet, I will describe in a few bits of detail.

-Recruitment Halls, allowing you to quickly find people in the same area as you who want to join a group.
-Any Player-owned property can be assigned as a Group Headquarters, giving you the ability to have a base to report to after finishing a mission with your group.
-Players can put Missions on a Noticeboard, or directly contact a Group to ask for help. Groups can go on a wide variety of missions for other players, ranging from retrieving and Player's items from a Rare monster's den, to even ambushing an enemy alliance's group.
-Noncombat Workman's Groups can also be made, allowing for players to share their custom-designed schematics or even work together in a factory-like setting to produce better items than that produced by individuals.
-A complex yet easy-to-use Group Management system, with options ranging from customized ranks of Group Members to even directly setting which members recieve what kinds of items.

And that's about all I can fit into today's post. Stay tuned.

Coming soon: TOTEO Development: Basics (pt 2)

Posted by Mechana2412 on Thursday, January 10, 2008 02:02PM - 1 comment / Members say: yea +0, nay -0

Everything I have learnt and have done has come to this.

All of my years of BYOND coding and general game-making have come down to this point. I have finally decided to let the reason of all my tests go public.

What tests, you ask? Look at all of my games, from Pokemon Magmared to Naelor v2. All of those have all been but mere training for that which has been to come. Naelor was primarily focuses on a Platformer Fantasy RPG, but it tested alot of features that have proven to be worthwhile. Elemental Guardians became the staging ground for an unprecedented level of reverse-grinding in a game, making it more fun to train than it is to actually complete the finished product. Magmared was originally a game for me to train coding, but it turned into a test for hundreds of ideas, including community networking.

All of these ideas have been sorted out and arranged to fit, and I have finally finished the idea of the result.

I bring to you an idea that has rested in the front of my mind for years, a game where it is not a Fantasy game, not a Sci-fi game, but both. A game I've always known as TTEO, or The Throne of the Elements Online. The Throne of the Elements was an idea I had before I even started BYOND, and it has carried over with all of my other ideas. It was originally a Single-player console-like game with a multi-player Spectator feature, but over time I've brainstormed enough for it to be it's own Online world.

Expect some more news over the next few weeks as I start work on the game. I know alot of you are wondering where PMR2 got to. I can assure you that PMR2 is still there, but it's on the backburner for the moment.

A new kind of online game has arisen from the depths of my gaming mind, and it will(Hopefully) become something that BYOND has never seen before.

Posted by Mechana2412 on Thursday, January 10, 2008 12:42PM - 0 comments / Members say: yea +0, nay -0