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Work in Progress / Open Source MMORPG Project

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Crazy Programmer
AGK Developer
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Posted: 4th Nov 2006 19:15
nice work its comming along very well!

RiiDii
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Posted: 12th Nov 2006 13:36
An update to our AI. This code is being called in Infinite State AI Engine. It has the flexibility to incorporate any AI State we can think of (hence the term infinite: not infinite in that it can contain an infinite number of states at any given time). The states do not have to be hard coded - they can, in theory, be scripted or even created "in game." Of course, how agent's react still has to be coded. However, by using several generic coded responses, we can easily script agent reaction as well. The Infinite State AI engine will be replacing our current AI State engine soon.

Included is a demo. The demo shows several cubes representing agents. The agents have several states tracked; hunger, thirst, and fatigue. The agents all start as idle, and when antoher state exceeds the idle threashold (100), the agent will change what it is doing.

The demo is not graphically impressive or exciting by any standards. It does show how the infinite state engine tracks information and helps the AI "decide" what to do.

This engine can also track factors like health, damage to buildings, or even "happy thoughts" from a nearby loved one. The idea is that if the happy thoughts go away, the Agent will start searching for the missing loved one: Anyone for an AI initiated quest?.


Open MMORPG: It's your game!

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The crazy
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Posted: 12th Nov 2006 21:42
Hm.. I cant seem to get the latest update. It asks me for the username and password, which I put in correctly, and the url is correct, but just over and over again it asks...

Slayer93
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Posted: 12th Nov 2006 21:56
Sorry the SVN has been locked for the NVIDIA compo we will get a back-up soon.

Working on Boxed for NVIDIA compo. Check it out

RiiDii
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Posted: 13th Nov 2006 00:58
But no worries - there has been no updates since the last one (like 44 or something). We are looking at making an update soon. The update will include some powerful integration of Agents and Geometry - making them a single object type that will be placed using the Zone Editor and will be defined using our AI Editor.


Open MMORPG: It's your game!
Crazy Programmer
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Posted: 15th Nov 2006 04:43
Nice im looking forward to the update.


3D programmer looking for a team...email or contact on msn for Info.
Slayer93
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Posted: 16th Nov 2006 04:43
We have a new newsletter, this will be our third, and it has some info about getting a backup of the code with a new look

Check it out here and give some comments about the new look http://www.openmmo.co.uk/index.php?option=com_content&task=view&id=13&Itemid=29

You could also access it from the main page now (http://www.openmmo.co.uk) by going to Newsletters where I will re-create the old newsletters using joomla, probably this weekend.

Working on Boxed for NVIDIA compo. Check it out

dark donkey
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Posted: 17th Nov 2006 11:40
nice work, i was just whandering on your web site ther are a lot of downloads for your media and some of it looked very good, i just have a question is it all animated i mean the ones that are ment to be. overall nice work!!!!!!!!!!!!!!!!!!!!

http://www.darkdonkeygraphics.tk

RiiDii
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Posted: 18th Nov 2006 08:39
Relatively very few of our models are animated at the moment. I personally have only recently figured out how to animate a model. As it stands, we do not have animators commited to the project as of yet. And honestly it is not a top priority. Once we have the main RPG engine down, I am sure animation will flost quickly to the top of the priority list.

Thanks!!!!!


Open MMORPG: It's your game!
RiiDii
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Posted: 22nd Nov 2006 18:11 Edited at: 22nd Nov 2006 18:15
Update: Been playing around with terrain again. We now have a massive terrain system available. We are still deciding whether to use it or not. It's a fairly large zip file at this point in time, but I will be trying to reduce the media requirements in the future.

I'll suggest when running the code for the first time, take the following short tour (and stop when you get bored). Starting out, assume you are facing north. Turn to the north-east and head towrds the mountain range in the distance. The black area you see at first is below water level. Keep going until you reach "sand" and then "grass". At this point, you should get an idea for how far away the mountain is. That mountain is about 1/10th of the map. If you can manage to keep at it until you climb the mountain and reach the other side, you will see a large portion of the rest of the terrain layed out in front of you. This will give you an idea of how large the land mass is.

If you get bored, go in and change the Control Camera move speed from .15 to something like 5. Then you can cruise around the terrain at a much faster pace to get a better idea of the size.

There are still a few things to work. Please give it a try and let me know what you think.

Find the BigTerrain.rar file at:
https://wush.net/websvn/kenjar/listing.php?repname=kenjar&path=%2FTools%2F&rev=0&sc=0

The red circle shows the close-up detail. The area surrounded in yellow show a valley going off into the distance. But you can't really get a feel for the size until you try it yourself.




Open MMORPG: It's your game!
RiiDii
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Posted: 28th Nov 2006 18:07
We need 10, fairly universal, descriptors of skills and/or characteristics that convey the meaning of the selected values. That is, for example; if a skill is set to level 1, it is poor, weak, frail, etc. If a characteristic is 5, it is average, medium, standard, etc. Or a skill set to 10, is magnificent, god-like, powerful, etc. Complete lists or suggestions for individual values are welcome. The range of values will be 1 to 10. 1's will be uncommonly low - who wants a "1"? 10's will be fantastically high (very expensive) and rare.

Suggestions?


Open MMORPG: It's your game!
draknir_
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Posted: 28th Nov 2006 18:51
Are the indicators just for skills like 'swordsmanship' or 'archery'? If so i would use something like this:

1-Pathetic
2-Untrained
3-Apprentice
4-Improved
5-Average
6-Inspired
7-Expert
8-Veteran
9-Master
10-Divine
RiiDii
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Posted: 28th Nov 2006 19:25
Might use different lists for different skills. Also want a list for characteristics, like Strength, Intelligence, etc.


Open MMORPG: It's your game!
Kenjar
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Posted: 28th Nov 2006 23:45 Edited at: 28th Nov 2006 23:47
Ok, alot of people have found accessing the SVN archive a pain in the bum. They either don't want to download and install complicated SVN managers, and certainly don't want to have to dowload every single file one by one! Don't panic, thanks to the Live Update and UnRAR plugins, I've come up with a solution. A 2Mb installer that will install a live update program, and a couple of dummy placement files into your program files under the program group OpenMMORPG. Once you've installed it, just run the live update program, it will download the SVN in a compressed format, (about 60Mb) and decompress it onto your hard disk drive. when you want to check for updates just run the updater again and it will download the lastest compiled demo to your HDD. Sorry about the lack of a progress bar or updates while downloading, it can look like the programs frozen and not responding, but don't worry, it is still working, to check just go into the program directory, and you should see an RAR archive going up in size. When it starts decompressing you'll see the window become responsive again, and display the decompressed file list. It will then remove the archive, and you can just play the demo as normal. Enjoy!

DOWNLOAD


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Crazy Programmer
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Posted: 28th Nov 2006 23:53
Nice. Kenjar this will be useful.


Load Programmer "Crazy Programmer",1
Kenjar
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Posted: 28th Nov 2006 23:57 Edited at: 28th Nov 2006 23:57
Just to reassure people, look at the image. The window freezes while downloading, and graphical errors can occur. Don't worry once the files are downloaded it will become active again, it is an inconvinant bug I will deal with later on.



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Kenjar
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Posted: 29th Nov 2006 17:37 Edited at: 29th Nov 2006 17:38
Concept image for new game launcher.



Opinions? Suggestions? Comments?

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RiiDii
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Posted: 29th Nov 2006 18:58
Could we use the leather theme?
Maybe this one?



Open MMORPG: It's your game!
Kenjar
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Posted: 29th Nov 2006 21:53 Edited at: 30th Nov 2006 00:57
I'll worry about the core programming rather than graphics if you don't mind. I'd rather make sure it works before making it pretty. When done I'm sure I'll be asking Nevereverend for a few graphic files.

Sorry, putting a hold to this for now, just got news that I've been allowed to borrow a laptop for my nVidia compo entry. That's my main priority now.

Kenjar
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Posted: 2nd Dec 2006 01:29
If anyone is interested in receiving the lastest revision information from the archive the RSS feed is:

http://wush.net/websvn/kenjar/rss.php?repname=kenjar&path=%2F&rev=0&sc=0&isdir=1

Nevereverend Slaine
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Posted: 2nd Dec 2006 05:55
I'd also like to point out that we have the last update (release 44) available for download on Sourceforge. It is available as one large file, as is Zone Editor.

http://sourceforge.net/projects/dbpro-openmmo/

Bizar Guy
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Posted: 3rd Dec 2006 15:44
In the final version, will it tell us when there's a new update, and will we be able to set it to update automatically?

Lukas W
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Posted: 4th Dec 2006 13:24
first i want to say what an impressive game this is.
when i joined the team (at the time this was all starting up) all we had was a cube walking on a wireframe matrix.
i later quit the team to work on my own projects, because to be honest i didn't think this was going to get very far.
turns out i was wrong but anyway,

RiiDii, i take it that you wrote the terrain part of the game?
i tested your "giant terrain" demo and i was most impressed
but anyway, i was wondering how you managed to position the grass around the player.

i've been experimenting with this myself; by loading one template of each grass object, make an array to check for free grass objects, if the array is free, clone a random template, position it at random positions around the player, etc. etc.
this seems to be the easiest way to do it, however when it comes to water/roads etc. the grass is placed on the roads/under water and etc.

i noticed that in yours project this doesn't happen.
or maybe i have been uncareful while studying the pictures.

So my question is:
what method did you use to place all grass / tree objects?

Sorry if this is something you have been asked several times before, but i don't want to search through 7 pages for this. (allthough i could, as i wouldn't want to spend 7 days figuring this out).

I was thinking about making an editor and "paint" grass and trees at where i wanted them to be.
then save their positions (and type (flower, rock etc)) in an array.
in the game, then read the array, and check which ones the player is close too, and clone the template and position it there.

this would cause the grass/tree to be positioned in the same spot even if you leave and come back to that spot later in the game.

but i am not sure how fast that would run. (deleting and cloning objects).
i guess it depends on how far you set the draw distance.

what are your thoughts?

Thanks

draknir_
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Posted: 4th Dec 2006 20:50
Hi Lukas, im not actually associated with OMMORPG, but i have tried the above method you described for doing grass in my own RPG project and i found that deleting objects causes considerable latency in the program, ie every time one is deleted it freezes for several frames. The best way i found to do it is create a static number of grass objects, and once they are out of range reposition them near the player. Also i used an array like you mentioned to make sure grass doesnt appear underwater. If OMMORPG does it differently i would love to hear it too
Bizar Guy
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Posted: 5th Dec 2006 04:30 Edited at: 5th Dec 2006 05:38
Oh, I forgot to say; I have some things I noticed when I played the version off of Kenjar's downloader. Although I'm sure you already know about them, I think they should be mentioned.

The first was that the collision had some issues, like there was no collision for the trees and I couldn't walk into the building or onto the portal area. There were also some problems with scale, like oh the bridge looked like it should have been 1/3 the size it was. What bothered me the most though, was the camera. Where it is now just doesn't work for me... The view was always obscured by plants, and I never got a good idea of where I was going. Maybe the camera should at least be zoomable, or bet yet, dynamic and able to adjust to the environment.

But I really liked the scale, and the music was amazing. It fit perfectly. When you play, you can tell how much work has gone into it... I'd contribute, but I don't consider myself a good enough coder for that, and I've got my own projects to deal with right now, programing and otherwise.

I eagerly await the compo version, to see how much it's improoved by then.

RiiDii
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Posted: 6th Dec 2006 08:36
@Lukas W: Thanks for all the comments. I posted the original work for the grass here. Basically, we call those objects (grass, roads, etc.) statics. Statics are managed in real time and hidden or shown depending on use. All the statics are preloaded and instanced, so there are several hundred ready-to-go. The ones that are not being used are hidden and moved to 0,-10000,0, well out of the way. Most statics have only a few polygons - typically 10 or less, a few have a little more. The management routine basically keeps two memblocks on placing statics. The first memblock is a copy of the statics map, so we can always tell which static go where. The second memblock (originally a duplicate of the first memblock) keeps track of which static objects are used in each place. For each point that is within a given range of the player, the static is pulled from the depths (-10000 y), placed in the correct position and unhidden. There was a bit of a trick rotating the static to match the terrain, but I wrote a function to handle that - so I didn't have to remember how, so that would be something to look up in our source code.

Anyay, that's about all there is too it. You can check out some of my early work here:
http://forum.thegamecreators.com/?m=forum_view&t=76308&b=6

...or download the source code and check out the statics source file.

@draknir_: Nope. Deleting is way too slow. Exlude object did not improve our performance much, so we stuck with hiding th object and placing it at 0,-10000,0 when the object is not in use.

@Bizar Guy: Thanks for the feedback. The collision issue is a known problem. The real issue is that the code is 100% pure DBPro - no dll's or plug-ins. That means our collision is too. For now, we have a flag which can turn collision on/off in our Geometry (large trees, houses, portals, etc.). Becuase of the resource drain our collision causes, I've also turned it down a couple of notches. Additionally, our movement is timer-based. Mixing these two factors together, if there is ever a quick lag (drop in framerate), the character can jump far enough ahead to get stuck inside objects. This is happens a bit too often for all the testing that has to go on during development. So, at this point, it is turned off. For full game production, collision detail will be a setting that players can choose (higher detail in exchange for lower fps, good for high-end systems, or lower detail for higher fps). Additionally, we will include an in-game-hack to turn off collision so the player can get free if stuck.

As far as the camera goes, that is something I am still playing with. I lowered it to help improve how our statics look. If it is too high, you can easily see where the statics end, so the effect is not as impressive. With some tweaking of statics and the camera, we will have a playable camera setting (perhaps adjustable) and good graphics as generated by our statics.


Open MMORPG: It's your game!
draknir_
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Posted: 6th Dec 2006 18:11
why no dlls?
RiiDii
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Posted: 6th Dec 2006 18:21
Quote: "why no dlls?"

1) This is a learning project as well as making an RPG engine. In that learning, we are trying to discover what DBPro is capable of. So far, I am quite impressed with how far we have pushed "pure DBPro", and I expect we will get it to go further.
2) To demonstrate what "pure DBPro" is capable of, and maybe indicate where it needs some help. For example; collision has always been a known limitation of DBPro. Is there a way to code collision in DBPro that can effectively manage high-speed physics in a game? Won't really know until we give it a good go.


Open MMORPG: It's your game!
Lukas W
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Posted: 8th Dec 2006 08:13
RiiDii,
thank you for the reply. I will make sure to check out your code.
i am just going to try out the idea i had earlier; where i write an editor that "paints" the vegetation on the terrain. Then using an Array consisting of position, and vegetation type, Hide/show the objects that are too far away from the camera.

so far it works ok with <500 objects.
if i add more than 500 objects the application is really slowing down.
i think it may be because i use the sqrt command to find the distance between each object position and the camera position.

it would probably be better to use 200 objects and reposition them when needed, instead of hide/unhide them when there will be more than 10'000 objects..

RiiDii
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Posted: 8th Dec 2006 20:22
Lukas, try these vector-based functions instead of using sqrt.

You need to add the line:
Null=Make Vector3(1)
to the start of your code (or initialization routine/function).




Open MMORPG: It's your game!
RiiDii
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Posted: 20th Dec 2006 21:26 Edited at: 1st Jan 2007 12:43
No exciting graphics to update this time. But I have some really cool code to post. The work is around making this project more of an engine than only a game. The code allows for scripted variables. While this may seem a long way around to achieve something that can simply be store in an array, there are reasons to do it this way rather than a simple array. One of the most important reasons is flexibility. As this code grows, it can accomplish more and more. The idea is eventually to get it to do some OOP functionality. Variables can have children (and parents), variables can be created dynamically, and variables can change their format (from string to float, to Dword, ect.).

Anyway, have a look. The code is in Tutorial format so it is a little easier to understand.

Part 1: Converting strings to DWords. This is required because reading/writing to memory is done in DWord format, not Bytes (which would be much easier).

Part 2:Writing the Strings to a memory location, and retriving the strings.

Part 3:Creating a variable. Store the variable name and the value.

Part 4:Finding a variable that has been created. A search functionality that looks up the variable name in memory.

Part 5:Retrieving the variable value by the variable name. Combining a lot of the work done in the first four tutorials, we can now save and retrieve a variable value.

Part 6:Adding in the Parser functionality. Read a file and store the variables. Read them again to demonstrate the complete process.

This is all the tutorials so far. Later, I will be working on additional functionality, such as saving float values and string values. Also, creating variable families and a copy functionality for a variable family structure.


Open MMORPG: It's your game!

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Agent766
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Posted: 23rd Dec 2006 19:30
Hi. I'm kind of new and I only have DBC, but I would still love to help.

There are 3 kinds of people: Ones who can count, and ones who can't.

Did you know four out of five people have trouble with fractions?
RiiDii
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Posted: 27th Dec 2006 18:10 Edited at: 1st Jan 2007 12:43
You are certainly welcome to join, and we can definately use the help. We are in the process of changing websites, so appologies if we seem a little unorganized at the moment.
==============
Scripting Update:
Okay, we have variable scripting in place already (see two posts up).
Now, to intruduce function scripting. While function scripting may not seem all the complex, and it is not, it is a time consuming task to set up. The attached code is a function script creater that does all the work, and does it in a few minutes.

When all is said and done, we will be able to create any parser system from DBPro quickly and efficently. In the case of this project, we want to create an RPG parser system. Basically, we could write script commands that would look like this:



Or, it could look like anything we want. The fact is, any function that can be made in DBPro can now be scripted easily.

The code creates a simple Select Case statement that has several perameter inputs. The first is the function name. This is used for the select case statement. The next set of perameters are the function perameters (like TestMe(a,b$,x), a,b$, and x are the function peramters). These are input as strings from the script file, but are converted as needed to numeric values if the function perameter requires a number.

Check out the attached files. Run the script maker exe, load in the Generic_Functions dbo file, and then save it. Open the output file to see the results.

I am using Goga's free DB Plugin (GogasFreeDBPlugin.rar), so if you want to run the source code, you will need that.

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=1075513


Open MMORPG: It's your game!

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Nevereverend Slaine
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Posted: 31st Dec 2006 21:24
In case anyone noticed, the openmmorpg forums have been inaccessible for a few days. Unfortunately, this was caused by a hosting issue that I hope is now resolved.

The OpenMMORPG Project Forum has found a new home at http://ommorpg.vectramedia.net/

Things may still be a little rough, but I hope to hammer out any remaining problems in the next few days. If you notice anything amiss, please drop me a message.

RiiDii
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Posted: 1st Jan 2007 12:46
Some things that are noticed and being corrected is that all the old links are now dead. We will be working to update the links as quick as we can. If you find a dead link, you can simply replace the forum.openmmo.co.uk with www.ommorpg.vectramedia.net and that should direct you to the same location on the new site.


Open MMORPG: It's your game!
tiresius
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Posted: 2nd Jan 2007 04:45
Quote: "I am using Goga's free DB Plugin (GogasFreeDBPlugin.rar), "


I thought this project was going to be plugin free? Just wondering if the design philosophy changed. It is a great project regardless!

I'm not a real programmer but I play one with DBPro!
RiiDii
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Posted: 2nd Jan 2007 05:31 Edited at: 2nd Jan 2007 05:31
No. The actual project source code itself does not use any plugins or dlls. However, the editing tools are a different story. We feel that the tools are seperate enough from the source code that we can utilize dlls or plugins for those. Might be a bit of a sticky point, but in the end, we can still say that the game is "pure" DBPro. THe idea is that many editors are being used for different things. MilkShape, for example, is not DBPro, but is one of the modelers used to make and edit our models. Various non-DBPro paint programs are being used for texturing. So, we figured that creating our own editors could either be pure DBPro or not; just as long as they do not impact the project source.

Quote: "It is a great project regardless!"

Thanks!


Open MMORPG: It's your game!
RiiDii
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Posted: 12th Jan 2007 10:24
A New Beginning...

No, this is not the 4th chapter of a space opera. ;D

After some discussion among the Core of Three, we have decided to close out the RPG Demo and call it a "success". While we did not get it to do everything we wanted, it did demonstrate the basics of what is needed for a full RPG game; terrain, AI, combat, quests, skills, inventory, and advancement. The main reason why the demo was never completed was because we kept adding on to it. So, we now lay to rest the first stage of the OMMORPG project.

Now to start Stage 2: A Full RPG.

What does this mean? To start with, we will be building off of the experience, code, and media from the demo. You can expect to see groles, goblins, and more rabbit stew. You can also expect to see some changes. One of the most important changes will be our approach to the project. We realize that the demo was not a well-structured project (and hence the never-ending code). The Full RPG will have far more structure to it. In the next few weeks, expect to see this structure emerge. We are reviewing some ideas about changing our forums around, which will include the introduction of a library.

We are looking at more structural changes than just aesthetics and usefulness of our forums. These additional changes include a Project Plan, which will guide us during the year on the high-level activities the project requires outside of the code. The Project Plan will give us a direction, like a compass, as we move forward and are less likely to get lost. Another change will be a well structured Game Design Document. The Game Design Document will act as the ultimate reference for the project - our Bible, our Constitution, our Hitchhiker's Guide to the Galaxy. The Game Design Document is intended to be a living document, but changing the Game Design Document will be done with care and reservation. For the most part, we want to keep it true to the original document as best we can.

To start off, we will be holding a two-to-three month discussion on our Game Design Document. The purpose of this discussion will be to decide out the game into categories, sub-categories, and components. Each component will be a very small project that folks can volunteer to complete. Ideally, components should only take a few hours of coding (or modeling or whatever) to complete. To help with this process, we would very much like your input. So please join in on the Stage 2 Game Design Document discussion.


Open MMORPG: It's your game!
Jerok
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Posted: 12th Jan 2007 22:41
It is good to see that this project moving along. I signed up to help with this a long time ago but I never really got past signing up. I always wanted to help but I could never really find out what needed to be done. Everyone seemed to be acting on their own (though I probably didn't put as much effort into trying to find out as I should have), but with the new system of components I hope I'll be able to help out with this project like I said I would.
Bizar Guy
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Posted: 13th Jan 2007 00:56
Just curious, but will you be converting to dbpro x10 after it's released?

RiiDii
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Location: Inatincan
Posted: 13th Jan 2007 09:04
Quote: "Just curious, but will you be converting to dbpro x10 after it's released?"

That depends on how many folks on the project go out and buy the new DBPro (I don't expect it to be free) right away. Off hand, I would say that it is not likely for the Stage 2 RPG. Maybe for the Stage 3 Multi-Player RPG we will upgrade.

Quote: "I always wanted to help but I could never really find out what needed to be done."

I think a lot of people felt that way. For Stage 2, we are really trying to put a lot of structure behind the project - focusing more on the project and structure, and less on the "game" (the game will come later). You can expect to see a clear set of objectives at any given time. We will have small projects that folks can sign up for that should only take a few hours to complete. We will have some rules to follow, but that is so any code submitted will fit into the project.

We will also have an added focus on the quality of code. Each code submitted will be tested and upgrades/edits will be recommended. These may make for additional small projects that folks can sign up for.

Right now, our objective is to create the GDD, which will guide the rest of the project. We have allocated three months to get the GDD done, so you can see we are really going to be putting a lot of thought into this before we start.


Open MMORPG: It's your game!
Bizar Guy
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Posted: 14th Jan 2007 01:31
Quote: "That depends on how many folks on the project go out and buy the new DBPro (I don't expect it to be free) right away. Off hand, I would say that it is not likely for the Stage 2 RPG. Maybe for the Stage 3 Multi-Player RPG we will upgrade."

Ok. That makes sense.

Oh! I forgot to ask! What's happening with the demo? Is it still being submitted to Nvida compo, or is it downloadable now?

Slayer93
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Location: I wish I knew
Posted: 14th Jan 2007 02:51
We're probably not going to enter the NVIDIA compo now and it is downloadable through Sourceforge https://sourceforge.net/projects/dbpro-openmmo or the SVN .

Working on Boxed for NVIDIA compo. Check it out

Slayer93
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Posted: 17th Jan 2007 05:47
For those wondering what has happened to the forum(if you noticed) there is a very simple explanation here http://www.ommorpg.vectramedia.net/index.php?topic=630.0

Working on Boxed for NVIDIA compo. Check it out

RiiDii
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Location: Inatincan
Posted: 17th Jan 2007 17:17
To add to Slayer's post, we are working on the GDD right now. If there are some ideas to be shared about what this RPG should contain, we would like to hear about them, and now is the time.


Open MMORPG: It's your game!
RiiDii
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Location: Inatincan
Posted: 3rd Feb 2007 21:23
Bump. Still around. Still working on the GDD. Come by and join in on the discussions - just click my sig.


Open MMORPG: It's your game!
dark donkey
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Posted: 5th Mar 2007 11:53
You wouldent by any chance need a modeler i can uv map model and animate.
Slayer93
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Location: I wish I knew
Posted: 7th Mar 2007 00:29
Anyone can join the project if they want although we are working on the GDD. So yeah you could join.

Current Projects - Zio Engine: RPG Engine and OMMO

tyrano man
18
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Location: Battle City - Kalspher :)
Posted: 3rd Apr 2007 18:23 Edited at: 3rd Apr 2007 19:19
Yer I'll do some models too. I'll model and UV map. I won't texture though. I'd be glad to be part of this project. Let's never let it die!!!

EDIT: Iv'e signed up; How many days do you have to wait before you can start a new thread. I'm starting my models now Also How big would a scale man be (so I can scale everythign else)? how many pixels high in a 3d editor?

Keep on MMORPGing
Tyrano


The Kalspher forums are now open!
Alquerian
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Location: Reno Nevada
Posted: 3rd Apr 2007 20:00
Honestly, isn't it about time that this got a sticky?

Terrain Generation has a whole new face.

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