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PostPosted: Wed Dec 07, 2005 5:50 pm 
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I started programming a MMORPG a few days ago. So far, you can login, and it verifies your account and determines whether you are already logged in (to prevent two people from using the same account at the same time). It then pops up a window and displays a texture and some buggy text that moves across the screen if you try to resize the window (which you should not even be able to do in the first place).

This will be my third MiniMORPG. My first was a graphical 2D one in which you could log in and shoot each other with arrows in a Zelda-like atmosphere. Nobody logged in, except me from a few different computers -- had fun shooting myself. My second was a text-based MUD that was fairly detailed, but small -- only Xuri logged in and checked it out briefly.

I was going to base the code on the first one, and just improve upon it, but lost it somewhere somehow, so I started fresh. Then I thought I would be smart and use a pre-existing 3D engine, but I want to make it UO-like in how buildings are built (tile-based, kinda'), etc. and decided that just is not how things are meant to work in any decent 3D engine available, so I am joyfully writing my own.

I wrote several 3D engines before. The first one, which amazed Lord British enough to show his programmers (who I bet called me a newbie), won me a full scholarship to the school of my choice (which I then dropped out of), and provided Ryandor with enough amusement to keep him busy for a few hours, designing maps for it (of course). The second was basically a better version of the first, but the third I started from scratch and was/is leagues beyond the other two, with rolling hills, fancy trees, buildings, and water that looks very stupid from underneath. This project, though, requires a fresh approach, I think -- I do not think I could adapt any of them for it.

I also abandoned the wiki at Sydius.org for now -- I completely lost interest in it since nobody was visiting, except Dev (for some unknown reason). I was also getting so caught up in designing concepts and such that I never stepped back to realize my ideas are crap and that I will never get anywhere if I do not start coding.

Right now, my coding philosophy basically means, "code by the seat of my pants, and fix it later." That is a horrible way to make a program. Long story short, I spend an hour writing 500 lines of spaghetti code, then spend 8 hours cleaning it up. Yet, it still beats designing things beforehand, since I tend to spend 50 hours designing a single class before implementing it. Of course, once I find myself at a dead-end, I might regret some of this spaghetti code? so long as I can keep the improvements in code functionality and quality to bite-sized portions, I will stay motivated. As soon as I realize that I will have change 5,000 lines of code at once before I will be able to even compile the client again, well, eh? I will go see what is on TV, and forget about the project until I decide to start over a year from now.

Graphically, I think I can muster rectangular cubes for walls, some OK roofs, and crap trees (maybe using a generator), but all animals/people will be groups of spheres until someone else decides to donate art or I learn how to model biological things more accurately. Hopefully, code-wise, it will support anything I might want to throw at it, though.

The gameplay/world will basically be a fully-3D version of UO, where both Balrons and Bunnies are represented by differently shaded spheres. Think "Seige" rule-set, though, but with some modifications. It will be a much more challenging game than UO ever was, but hopefully with more immersion as well.

Role-playing will be lightly enforced in that I will actively monitor character names and strike down with lightning any whom shall dare the macro "Vendor buy me the bank so I can hire some guards!" Basically, be yourself, but not a moron, and you will be fine. Going on a massive killing spree for no apparent reason is fine with me, though, and I will probably make some great choke points for hapless miners to dare venturing through and for PKs to ambush people in. I think that sort of thing adds spice to the game, though, with likely fewer than 5 players, I doubt there will be many jerks to bother you (or friends to play with).

It will be Windows-only because I do not care about porting it to Linux/Mac at this point. I have some friends who use Macs that I would ever-so-love to play my game, but it is a hassle I will worry about later. Linux fans should be able to play my game easily through an emulator. I am trying to abstract most of the OS-specific stuff away, though, to make it easy to port later, if I ever see the demand.

As for hardware requirements, I am aiming for everything between 500Mhz Pentium III to 2.4Ghz Dual-core 64-bit AMD (my chip). Graceful degradation is the key -- it will look like crap on a crap system, and beautiful on mine. Considering I will likely be 100% of the player-base, I suppose that is an alright philosophy.

At any rate, I will actively start sending spam and gay porn to those of you who do not register and play at least one hour per day once I get the game to the point where you can walk around. Oh, but then, I probably will not get that far, so do not worry.

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Last edited by Sydius on Sat Dec 10, 2005 6:30 pm, edited 3 times in total.

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PostPosted: Wed Dec 07, 2005 6:21 pm 
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Someone has to keep you motivated! :P

As for the artwork you can download hundreds of thousands of 3d graphics for everything from plants to atlas rockets from the web for free as most only require that their names be posted to give them credit.

Dev

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PostPosted: Wed Dec 07, 2005 6:41 pm 
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Dev Viperrious wrote:
Someone has to keep you motivated! :P

As for the artwork you can download hundreds of thousands of 3d graphics for everything from plants to atlas rockets from the web for free as most only require that their names be posted to give them credit.

Dev


But they never fit together at all in terms of quality/style/size/etc.

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PostPosted: Wed Dec 07, 2005 6:47 pm 
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Changelog (since posting the message above):
* Made it so that numbers can be displayed too, using the ever-so-nifty style: gtSystem << "Test" << 5;
* Made it so that you cannot resize the window.
* Made it so that the text does not move across the screen when it repaints, but introduced a new bug where it does not move over when text is compounded.
* Made it so that the window is automatically given focus and made foreground after loging in.
* Made it so that any of the 255 characters can be displayed instead of just 96 of them.
* Fixed some memory leaks relating to textures.
* Revamped the text output system to use a texture generated at run-time using a true-type font. Very fast, and looks very good (antialiased!).

Day 2:
* Gave the text a nice gradient.
* Fixed the compound text bug and the rendered-more-often bug.
* Made it so that text can be colored.
* Added system messages in the lower left corner.
* Made it so that the system messages dissapear after a few seconds.
* The server can now send system messages to the client.
* Made it so that you can enter text.
* Fixed it so shift works properly.
* Made it so that the amount of time system messages are displayed depends on their length.

Day 3:
* Decreased the amount of time long system messages stay on the screen by half.
* Changed the packet structure for talking/system messages.
* Fixed a server bug relating to unknown packets.
* Made it so the server accepts variable length packets.
* Changed the texture test into a background.
* Made text sent to the server echo back on every client as a system message with the account name.

RELEASE #1

* Fixed a possible font-related bug.
* Moved the login prompt to within the primary client window (not in the console anymore).
* Disabled the console all together.
* Fixed a text bug that affected commas/quotes/etc.

Day 4
* Cleaned up a bunch of code.
* Fixed a possible security issue on the server.
* Increased the efficiency of the account manager considerably.
* Fixed it so that you cannot send empty messages.
* Drastically improved the server's handling of client packets.
* Made it so I know how long it takes for each server cycle.
* Replaced the mouse cursor with my own (should fix the mouse flickering issue).
* Fixed it so that the cursor displays properly when over the titlebar.
* The server now sends a client a screen worth of tiles, and the client displays them (currently only flat grass).

Day 5
* Made it so that the client never has to request map data specifically.

Known Bugs
None

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Last edited by Sydius on Sun Dec 11, 2005 10:51 am, edited 32 times in total.

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PostPosted: Wed Dec 07, 2005 9:14 pm 
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Good luck.
Don't expect a lot of encouragement til you have something to show...that's just the business.
But as long as you're having fun (and keeping us amused) it's a good thing!

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PostPosted: Wed Dec 07, 2005 9:16 pm 
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Working on something completely awesome, but it is only completely awesome if you realize how much work is involved (read: caffeine).

You see, in the world of graphical games, there is no "text" output (at least the kind I want in OpenGL). The normal thing to do would be to create a font texture, and then render bits of it on the screen whenever you need to write something. This is similar to what UO does (and most games in general), and requires quite a bit of work to begin with.

Not wanting to sit there and come up with an end-all font texture, I decided to make my program use true-type fonts instead. Well, for those learned-about-OpenGL amongst you, you will know that the Windows utility function for creating compiled lists to display true-type fonts generates ones that use? gah? a million-billion individual pixel-output commands. Very slow, which is why most games (see above) do not do this.

Well, unwilling to compromise, I devised a method to actually render the true-type font to a texture at run-time (usually while the game is first loading, but it is almost instant, so no big penalty for changing fonts mid-game), and use that in the first method mentioned above. What does that mean? Blazing fast true-type font support, baby! You will be able to select which fonts you want to use in my game. :-D

Now then, back to work?

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PostPosted: Wed Dec 07, 2005 9:22 pm 
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I know. It's a tremendous amount of work. Especially for one person. In fact these days it is impossible for 1 person to turn out anything that would get much of a (good) reaction from the public. If C3P0 was here he would give you the odds of you finishing, but I can tell you they ain't good.

I am sure however that you will come up with several pieces of code that will prove extremely useful, which you'll sell the rights of to Microsoft and retire in comfort.

*the crystal ball goes dark*

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PostPosted: Wed Dec 07, 2005 9:26 pm 
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Was thinking about posting it here, but eh... now that you mention the idea...... *wanders away*

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PostPosted: Wed Dec 07, 2005 9:58 pm 
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Yay! Finished the font thing. My game spat out this texture:

Image

It can generate a simmilar texture for any font, any size, bold/italic/whatever. :-D

If my game never amounts to anything more, it will be a good tool to generate font textures.

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PostPosted: Thu Dec 08, 2005 8:08 pm 
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*reads, ponders, wonders, waits*


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PostPosted: Thu Dec 08, 2005 8:39 pm 
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The size of the 3D graphics downloaded really don't matter since it is all scaled to the environments. Even EQ uses different sized objects in various zones by simply making the character smaller or the objects larger.

As for quality you can download the items and upgrade or downgrade from their existing forms till they match what you want. It would still be a hell of a lot faster than creating them all from scratch.

Dev

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PostPosted: Thu Dec 08, 2005 9:56 pm 
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I have tried in the past... Art gathered from a bunch of different places never "fits" together... I will try again, though.

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PostPosted: Fri Dec 09, 2005 7:28 am 
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"At any rate, I will actively start sending spam and gay porn to those of you who do not register and play at least one hour per day once I get the game to the point where you can walk around. Oh, but then, I probably will not get that far, so do not worry."

Well, i'm ready to clean out your spam out, as far as my comp's graphical adapter cant reads any 3D...

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PostPosted: Fri Dec 09, 2005 10:37 am 
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Sydius wrote:
Yay! Finished the font thing. My game spat out this texture:

Image

It can generate a simmilar texture for any font, any size, bold/italic/whatever. :-D

If my game never amounts to anything more, it will be a good tool to generate font textures.


Hahahahaha. Keep at it dude. We all tend to get a little discouraged at times. Usually the more intelligent tend to get discouraged more because they expect more of themselves. Dont give up and eventually when you have something to show, more and more people might join the project and eventually you might be able to start a software company designing games.

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PostPosted: Fri Dec 09, 2005 2:58 pm 
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Defective wrote:
Usually the more intelligent tend to get discouraged more because they expect more of themselves.


Then we don't have to worry about Syd getting discouraged :P

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PostPosted: Fri Dec 09, 2005 5:18 pm 
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There will be no server-enforced social behavior. Period. Just to see what happens. :-)

It worked great on my last shard, but then, my last shard has only a few people and they policed themselves well.

Oh yeah, and no NPC humans, either.

And you will be able to make anything?

Uhm?

Oh and the map will be mega-huge-big-large-giant-huge-super-awesomely-big? and only stored server-side (gunna send it in compressed chunks to the client -- should still be playable on dialup).

BLAH! IMPOSSIBLE THEY SAY! WATCH ME FAIL HORRIBLY AND PROVE THEM RIGHT!

Griefers will be banned though. I define a griefer as:

Someone who does something that is obviously outside what the game is meant to support, such as exploitation of a bug or using a technical limitation as an advantage. Someone who just kills randomly and for no apparent reason is not, however, a griefer, nor is someone who steals or destroys your house (through legitimate means).

:-D There, ensured no one will play on my MiniMMORPG even if I was to finish it.

Oh and I am updating the changelog message every time I do something (only in the evenings), for those of you who have not noticed.

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PostPosted: Fri Dec 09, 2005 5:34 pm 
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Skills will work slightly differently than in UO, but along the same lines. Basically, the more you do a thing, the better you become at it. The difference is that this applies to one specific thing as well as a general category.

Making swords will in general help your smithing ability, but your general smithing ability will only count, say, for 20% of your sword-making success. The rest will come from the more specific category of sword-making, and the most specific category of making that one type of sword.

Different items will take into account different categories differently, and none of them will be visible to the player.

What?! NO NUMBERS?! GAH! THE INSANITY OF NOT KNOWING HOW GOOD YOU ARE! Oh, wait? you can just decide for yourself how good you are based on how often you succeed. Oh, the novelty.

That's right, no numbers, no levels, no "You gain 400 experience in foozle-killing", no way to compare two people's abilities except by actually testing them.

I dare you to power-game with no numbers!

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PostPosted: Fri Dec 09, 2005 6:47 pm 
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Hmm sounds like we need Punt to make a filter interface to feltch the numbers from the system. :P

(If you don't know what feltch means...your better off) :shock: *GASP!*

Dev

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PostPosted: Fri Dec 09, 2005 7:54 pm 
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Well, he'd have to break the server, not just the client. :-P

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PostPosted: Fri Dec 09, 2005 10:06 pm 
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Release #1!

http://www.sydius.com/client.zip

It is nothing but a very sucky chat-like-program that echos back anything you type as a system message to all clients. Nothing more, said the core.

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PostPosted: Fri Dec 09, 2005 10:12 pm 
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Oh yeah, and there is one guest account:

name: guest
password: guest

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PostPosted: Sat Dec 10, 2005 12:29 am 
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Sorry to those who could not connect before. Long story short, I did not know how my firewall worked... Xuri fixed me up and an updated client is available. (Well, same client, new config file).

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PostPosted: Sat Dec 10, 2005 12:43 am 
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Strange sting and making craps on my display... anyone is ready to chat? :lol:

Well, if my machine will be strong enough to supply a game, i will be happy to try it, Syd.

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PostPosted: Sat Dec 10, 2005 12:47 am 
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Well, two people cannot be logged on at the same time on the same account, and there is only one guest account.

Who wants permanent accounts?

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PostPosted: Sat Dec 10, 2005 12:47 am 
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Thanks to whoever logged on just to swear at my server :-P

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