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On-going projects...
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Lunar Online
Lunia Compendium
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Finished projects...
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Lunia Personality Quiz
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UPDATES
6/19/09 - After staying up 'til 6am in the morning, I've scrapped the game up into something playable. Check out Lunar Online. From now, all updates for the game will be made there.
6/19/09 - Thanks to the awesome admin over at Lords, he's provided us with a forum for Lunar Online.

Most of the coding has been done, all that's left is to finish up a few more sections and fine tune this bad boy before we go into some open alpha testing.
6/14/09 - No screens this time, but the good news is I've had a lot of free time recently and I've finished the battle system. No doubt there will be many bugs to work out, but I have progressed a lot faster than anticipated. I am hoping to have a playable alpha version as early as next week!
6/10/09 - Production continues at a moderate pace, and I have gotten the foundation and structure out of the way. I felt it best to tackle the hardest part next, the battle system. I've hit a lot of speed bumps and I'm sure there are more to come, but I'll keep tackling them like always. To give you an idea, player battles can only take place if both the players are online, as both will be picking actions for each "round".

I'm not sure how it'll go over in the end, but I'm confident that, at the very least, this brings something new to the genre. It's my theory that to be a good developer, you have to be a player of the games as well. I have gone through too many PBBGs with boring re-hashed codes and poor execution. I have seen a lot of good ideas and themes with promise, but I am all too often disappointed after logging in to see or play the thing I have seen 1000 times with just name changes.
5/17/09 - Development on Lunar Online is coming along grand and my intention is for it to be a much deeper game than the normal browser-based RPGs. I want decisions in battle to be as important as ones out of battle. I really dislike levels and the difference in level gaps inherent to most RPGs, but at the same time I want a form of progress. There will be levels, but it won't be as important as the other decisions you'll make like the customization of your mech. For this reason, rather than level requirements for equipment, it will be divided into ranks (D-S).


