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!