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Barony
#429962
09/20/13 21:12
09/20/13 21:12
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
OP
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OP
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Posts: 1,660
North America
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This is the project that I've been working on for the last few months, as I mentioned in another thread. For those that don't know... Barony is a first-person multiplayer action RPG with many rogue-like elements, including (mostly) random dungeons, easy death, and discovery mechanics. If you imagine a multiplayer Ultima Underworld with lots of randomness, that's quite a lot what the game both looks and plays like.
The game engine that I'm using was invented by me and is being written simultaneously to the game. Though the graphics are simplistic, the pipeline for developing content is very simple and I hope to leverage that to create a fair amount of unique and interesting content for this game. Project source is about 10k lines long, with several additional megabytes for game resources (maps, images, etc). OPEN FOR HELP WITH GAME'S DEVELOPMENT. If you're interested, drop me a line. It will be fun. Engine features: - Supports any resolution (in this case set to 640x400 for design purposes)
- Written completely in ANSI C.
- Cross-platform design. (tested building on Linux and Windows; should also build fine on Macs)
- Intuitive level editor; also cross-platform.
- 3D raycasting and 2D drawing modes.
- Multiple 3D views.
- Raycasting supports textures on all surfaces.
- Fast texture mapping.
- Voxel models to represent all entities.
- Voxel models can be fully moved and rotated along three axes.
- Networked multiplayer for arbitrary number of players (in this case, max is 4)
- Random dungeon generator
- Accurate collision detection (AABB)
- Very basic 3D sound engine (distance, direction).
- Software based graphics using SDL library.
- Many other insignificant things.
Screenshots: Evidently I've decided to stockpile some books and gold in an open hallway. Here I inspect my inventory next to a rat which is completely unconcerned with my existence right now. I started a multiplayer game with my brother, and here he is, locked in mortal combat with an angry rat! (not really) Sound interesting? You're welcome to try a pre-alpha for yourself here: https://www.dropbox.com/s/jem19r7bd50ni3f/BaronyBuild3.zipControls: Barony has two control modes: shoot-mode and use-mode. Press TAB to cycle between them at will.
Controls for shoot-mode:
Mouse - Look Left-click - Attack
Controls for use-mode:
Mouse - Move cursor Left-click - Inspect object/Operate GUI Right-click - Drop item under cursor
Controls for both modes:
Right-click - "Use" object under reticle W,A,S,D - Move E,Q - Turn left/right 1,3 - Look up/down Enter/Return - Command/Chat (multiplayer) L - Debug Torch (VERY USEFUL) I - Debug Item P - Debug Camera (thirdperson) ESC - Quit
Known issues: - Numerous models are nonexistent and are therefore represented by the NULL model, a green sphere.
- Network mode is... sketchy. Don't try it online.
- Dropped items in network mode aren't communicated between client/server.
- Rats spin in place and simply block your path.
- You can't hit things.
- You can't use/equip/zap things.
- The health/magic bars are empty.
- Sometimes, voxel models have visible artifacts in them.
- There are no goals.
- Monitors and/or display drivers that don't like 640x400 resolution will freak out and mess up the graphics somewhat. Sorry, will fix.
- There's no confirmation to quit. ESC = instadeath.
- Sound engine buggers out with long-distance sounds, which are played as if distance=0
- Music and sound were stolen from the Egoboo project.
- It's a secret to everybody.
Please comment and raise suggestions as you see fit. This is the first real game that I have designed in a long time, and is essentially my baby. I want to see this finished, and constructive criticism and encouragement go a long way to making sure that happens.
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Re: Barony
[Re: Redeemer]
#429963
09/20/13 21:33
09/20/13 21:33
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
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Well, it looks pretty nice, I love those kind of games, where you have to explore the dungeons, and I really liked the old school kind graphics. Things that I don't like: * I couldn't use anything from the inventory, I could only drop items * I couldn't kill rats.. they were just simply rotating and not moving (no other NPC were found yet) * there is seems to be a bug, with gui adjustment over the resolution of the screen Haven't noticed anything yet, but this is all I could say so far. Good luck
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Re: Barony
[Re: 3run]
#430954
10/06/13 19:51
10/06/13 19:51
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
OP
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OP
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Many changes. New build: https://www.dropbox.com/s/pzcr4xfh2cm6m6t/BaronyBuild4.zip- Console commands have been added - simply precede chat messages with a backslash to invoke them. They are listed in the README file.
- Graphics bug fixed. Turned out that I simply wasn't locking my display surfaces when I wrote to them.
- Multiplayer is more stable and optimized.
- Basic monster intelligence has been implemented. Rats use A* pathfinding to navigate the dungeon and find the player.
- All item models finished.
- Items can now be equipped and unequipped by left-clicking on them, though the inventory list will not show specifically what is equipped and what isn't.
- Rats disappear when hit.
- Data folder structure revamped to be more organized.
- Command line parameters added: -windowed and -size
Since the dungeon is fairly large and every monster is constantly using A* + collision to navigate the dungeon, when the active monster count gets up to about 100 the game seems to become pretty much completely unresponsive (depending of course on how fast your computer is). However, I don't actually consider this an issue because I have no intention of having anywhere near that number of monsters active at any given moment while the game is being played, and ultimately I want the monster AI to be much more complicated than simply calculating and following a path to the player all the time. Fair warning however as I mentioned, since it can get pretty intensive if you ever happen to get way up there. EDIT: Since adding console commands, I removed the built-in keybinding to spawn an item and have replaced it with a console command, "\spawnitem". Spawn item takes one argument, that being the index number of the item you want to spawn. The following is a complete list of all the items you can spawn using the command: 0 WOODEN_SHIELD 1 WOODEN_STAFF 2 BRONZE_SWORD 3 BRONZE_MACE 4 BRONZE_AXE 5 BRONZE_SHIELD 6 SLING 7 QUARTERSTAFF 8 IRON_SWORD 9 IRON_MACE 10 IRON_AXE 11 IRON_SHIELD 12 SHORTBOW 13 STEEL_HALBERD 14 STEEL_SWORD 15 STEEL_MACE 16 STEEL_AXE 17 STEEL_SHIELD 18 STEEL_SHIELD_RESISTANCE 19 CROSSBOW 20 GLOVES 21 GLOVES_DEXTERITY 22 GAUNTLETS 23 GAUNTLETS_STRENGTH 24 CLOAK 25 CLOAK_MAGICRESISTANCE 26 CLOAK_INVISIBILITY 27 CLOAK_PROTECTION 28 LEATHER_BOOTS 29 LEATHER_BOOTS_SPEED 30 IRON_BOOTS 31 IRON_BOOTS_WATERWALKING 32 STEEL_BOOTS 33 STEEL_BOOTS_LEVITATION 34 STEEL_BOOTS_FEATHER 35 LEATHER_BREASTPIECE 36 IRON_BREASTPIECE 37 STEEL_BREASTPIECE 38 HAT_PHRYGIAN 39 HAT_WIZARD 40 HAT_JESTER 41 LEATHER_HELM 42 IRON_HELM 43 STEEL_HELM 44 AMULET_SEXCHANGE 45 AMULET_LIFESAVING 46 AMULET_WATERBREATHING 47 AMULET_MAGICREFLECTION 48 AMULET_STRANGULATION 49 AMULET_POISONRESISTANCE 50 POTION_WATER 51 POTION_BOOZE 52 POTION_JUICE 53 POTION_SICKNESS 54 POTION_CONFUSION 55 POTION_EXTRAHEALING 56 POTION_HEALING 57 POTION_RESTOREABILITY 58 POTION_BLINDNESS 59 POTION_RESTOREMAGIC 60 POTION_INVISIBILITY 61 POTION_LEVITATION 62 POTION_SPEED 63 POTION_ACID 64 POTION_PARALYSIS 65 SCROLL_MAIL 66 SCROLL_IDENTIFY 67 SCROLL_LIGHT 68 SCROLL_BLANK 69 SCROLL_ENCHANTWEAPON 70 SCROLL_ENCHANTARMOR 71 SCROLL_REMOVECURSE 72 SCROLL_FIRE 73 SCROLL_FOOD 74 SCROLL_MAGICMAPPING 75 SCROLL_CHARGING 76 SCROLL_DESTROYARMOR 77 SCROLL_TELEPORTATION 78 MAGICSTAFF_LIGHT 79 MAGICSTAFF_DIGGING 80 MAGICSTAFF_LOCKING 81 MAGICSTAFF_MAGICMISSILE 82 MAGICSTAFF_OPENING 83 MAGICSTAFF_SLOW 84 MAGICSTAFF_COLD 85 MAGICSTAFF_FIRE 86 MAGICSTAFF_LIGHTNING 87 MAGICSTAFF_SLEEP 88 RING_ADORNMENT 89 RING_SLOWDIGESTION 90 RING_PROTECTION 91 RING_WARNING 92 RING_STRENGTH 93 RING_CONSTITUTION 94 RING_INVISIBILITY 95 RING_MAGICRESISTANCE 96 RING_SEEINVISIBLE 97 RING_LEVITATION 98 RING_REGENERATION 99 RING_TELEPORTATION 100 SPELLBOOK_FORCEBOLT 101 SPELLBOOK_MAGICMISSILE 102 SPELLBOOK_COLD 103 SPELLBOOK_FIREBALL 104 SPELLBOOK_LIGHTNING 105 SPELLBOOK_REMOVECURSE 106 SPELLBOOK_LIGHT 107 SPELLBOOK_IDENTIFY 108 SPELLBOOK_MAGICMAPPING 109 SPELLBOOK_SLEEP 110 SPELLBOOK_CONFUSE 111 SPELLBOOK_SLOW 112 SPELLBOOK_OPENING 113 SPELLBOOK_LOCKING 114 SPELLBOOK_LEVITATION 115 SPELLBOOK_INVISIBILITY 116 SPELLBOOK_TELEPORTATION 117 SPELLBOOK_HEALING 118 SPELLBOOK_EXTRAHEALING 119 SPELLBOOK_RESTOREABILITY 120 SPELLBOOK_CUREAILMENT 121 SPELLBOOK_DIG 122 GEM_ROCK 123 GEM_LUCK 124 GEM_GARNET 125 GEM_RUBY 126 GEM_JACINTH 127 GEM_AMBER 128 GEM_CITRINE 129 GEM_JADE 130 GEM_EMERALD 131 GEM_SAPPHIRE 132 GEM_AQUAMARINE 133 GEM_AMETHYST 134 GEM_FLUORITE 135 GEM_OPAL 136 GEM_DIAMOND 137 GEM_JETSTONE 138 GEM_OBSIDIAN 139 GEM_GLASS 140 PICKAXE 141 TOOL_TINOPENER 142 TOOL_MAGICMARKER 143 TOOL_MIRROR 144 TOOL_LOCKPICK 145 TOOL_SKELETONKEY 146 TOOL_TORCH 147 TOOL_LANTERN 148 TOOL_BLINDFOLD 149 TOOL_TOWEL 150 TOOL_GLASSES 151 TOOL_BEARTRAP 152 FOOD_BREAD 153 FOOD_CREAMPIE 154 FOOD_CHEESE 155 FOOD_APPLE 156 FOOD_MEAT 157 FOOD_FISH 158 FOOD_TIN
Since an item's exact properties isn't dictated by its type, all items generated using the command will be of excellent condition and uncursed status. You cannot generate items of varying appearance (i.e. all the different colors of cloaks) using \spawnitem, since that property is independent of the type.
Last edited by Redeemer; 10/06/13 19:59.
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Re: Barony
[Re: 3run]
#430994
10/07/13 17:41
10/07/13 17:41
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
OP
Serious User
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OP
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Joined: Dec 2008
Posts: 1,660
North America
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you could add a higher level pathfindig, first search path between rooms, and do low level pathfinding only between neighbouring rooms. As mentioned, the current behavior only operates the way it does as a stress test of the pathfinding code. In the long run this won't be an issue, because I will only want monsters to calculate a path once when the player runs out of sight. It's impossible to play it.. Once I've got in a game, one mouse was already trying to get throw the door (they can pass throw the door a little bit), but when I've opened it... The room was filled up by almost 20 mouses and I couldn't even go around them or pass throw them.. Maybe you should stop smelling like cheese. More seriously, if you ever get in that situation you could just use the "\noclip" command to escape. Don't get the impression that this game is supposed to be anywhere near playable yet. These are test builds - when the AI is reasonably complete, items are mostly usable, and the dungeon can be progressed through multiple levels, then I'll consider this an alpha. Also, the mice stick their noses through the doors because their collision box is somewhat smaller than the model. They also purposefully vibrate when they collide with things as a little hack I added to help them escape the occasional traffic jam.
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Re: Barony
[Re: 3run]
#431041
10/08/13 16:13
10/08/13 16:13
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
OP
Serious User
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OP
Serious User
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Posts: 1,660
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Maybe you should stop smelling like cheese. Maybe I should stop testing it :\ Well, fine. I'll get back to you when I have a more completed gameplay demo to showcase, since the completed equipment system doesn't seem to be interesting anyone very much. Just remember that you've upset a battlemage today, and battlemages are none to be trifled with!
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Re: Barony
[Re: Redeemer]
#431056
10/08/13 19:55
10/08/13 19:55
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Just remember that you've upset a battlemage today, and battlemages are none to be trifled with! WOW, easy there, man, don't scare me that much at the first time Till the next update
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Re: Barony
[Re: 3run]
#437832
02/27/14 07:52
02/27/14 07:52
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
OP
Serious User
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OP
Serious User
Joined: Dec 2008
Posts: 1,660
North America
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Hi all! Being the wonderful and selfish hooligans you are I'm sure you've already forgotten about this game but I thought I'd pop in here and say Ha, because it's actually not dead! In fact, it's actually getting pretty big. It has a (tiny) website! And it was on PC-Gamer! And I was interviewed! And my name was misspelled at least once! But the point is, the game is still alive, and I am too. Give me another year or so and I hope my small but very dedicated team of four people will eventually give you the game.
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