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Barony #429962
09/20/13 21:12
09/20/13 21:12
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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Joined: Dec 2008
Posts: 1,660
North America
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...
Click to reveal..
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:
Click to reveal..
  • 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:
Click to reveal..


Evidently I've decided to stockpile some books and gold in an open hallway.

Click to reveal..


Here I inspect my inventory next to a rat which is completely unconcerned with my existence right now.

Click to reveal..


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.zip

Controls:
Click to reveal..

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:
Click to reveal..
  • 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.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Barony [Re: Redeemer] #429963
09/20/13 21:33
09/20/13 21:33
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
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:
Quote:
* 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
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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Joined: Dec 2008
Posts: 1,660
North America
Many changes. New build:
https://www.dropbox.com/s/pzcr4xfh2cm6m6t/BaronyBuild4.zip

Click to reveal..
  • 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:
Click to reveal..

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.

Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Barony [Re: Redeemer] #430969
10/07/13 07:26
10/07/13 07:26
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
you could add a higher level pathfindig, first search path between rooms, and do low level pathfinding only between neighbouring rooms. it will make much more fast your game in those situations, thus you can increase monster quantity to get more exciting gaming experience. in some commercial games, far away monsters do no any pathfinding, just moving straight from place to place, because it does not matter how they go from A to B if you don't see them.


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Re: Barony [Re: sivan] #430974
10/07/13 09:57
10/07/13 09:57
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
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Joined: May 2009
Posts: 5,370
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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..


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Re: Barony [Re: 3run] #430994
10/07/13 17:41
10/07/13 17:41
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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Joined: Dec 2008
Posts: 1,660
North America
Originally Posted By: sivan
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.

Originally Posted By: 3run
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. grin

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.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Barony [Re: Redeemer] #431028
10/08/13 12:12
10/08/13 12:12
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
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Originally Posted By: Redeemer
Maybe you should stop smelling like cheese. grin
Maybe I should stop testing it wink


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Barony [Re: 3run] #431041
10/08/13 16:13
10/08/13 16:13
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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Originally Posted By: 3run
Originally Posted By: Redeemer
Maybe you should stop smelling like cheese. grin
Maybe I should stop testing it wink

:\

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!


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Barony [Re: Redeemer] #431056
10/08/13 19:55
10/08/13 19:55
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Originally Posted By: Redeemer
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 grin Till the next update grin


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Barony [Re: 3run] #437832
02/27/14 07:52
02/27/14 07:52
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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Joined: Dec 2008
Posts: 1,660
North America
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.


Eats commas for breakfast.

Play Barony: Cursed Edition!

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