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  [EconomyWars] Online Multiplayer Economy Driven Game.  (Read 10392 times)
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Offline CTucker1327
« Posted 2013-12-13 14:36:13 »

    While I was working on my platformer I noticed a few problems that I just didn't want to deal with, mainly the fact that I wasn't having any fun with my own game, so i stopped and wrote out a post in a cry for help. This post can be found here:

It had some to my attention that I was doing something that I thought would be easy, that someone else would enjoy, but not myself and that was part of the reason I was having such a hard time developing it. I was trying to envision a completed game, but couldn't, because I don't even like that game-style, nor have I played enough of them to know how it should feel playing through it. So, I took a minute..

What is something that I would personally enjoy playing? and why? Then I realized, I enjoy games with a competition, where there's not an end goal. The sky is the limit, so I decided, why not make a game based around competition? That's what I have here, my idea is clearly laid out infront of me with my priorities and what needs to be done first. I've completely erased the mindset that things need to look pretty in the early stages of development and I'm completely happy using my programmer art. (Stick figures and Single-Color Tiles)

So, Let's go ahead and get into it; What is EconomyWars?
EconomyWars is an Online Role-Playing game that will take place in the mideval era, while the game will have a multiplayer aspect to it, it's supposed to feel like a single-player game, this is to keep people just starting off entertained while allowing a player-base to stir. Granted the point here is to be better than the next guy, have more money, and increase your empire, it can all be done alone, or with friends. To incorperate this I am going to use instancing, with a chat system for people who wish to communicate with eachother. There will be the main world, that is like an ORPG where members can walk around, see eachother, battle NPCs and do whatever else together, however the key-professions are going to be instanced; Professions being things like Farming, Brewing, Construction.

Okay, Great, So I've got my idea down; Lets get this started.

The development (Programming) portion of this project has started on 12/18/2013 and I plan to keep updates posted as much as possible, I'm currently using my own UDP Server for everything, however I plan on implementing TCP for more important packet types.

So, Without further adue, here's the progress log;

  • 12/18/2013 - Starting Day
  •       Implemented my client API for my UDP Server
  •       Implemented JBDC and started hosting a SQL Server
  •       Wrote out the Login/Registration System using Preparred Statements to Limit SQL Injection
  •       Created a fully functional System for Password/Textfields (While LibGDX comes standard with these, I created my own versions)

Offline CTucker1327
« Reply #1 - Posted 2013-12-13 17:39:42 »

New update, using MapObjects to spawn Gems. Currently working on Gem Collision and Collection.
Offline CTucker1327
« Reply #2 - Posted 2013-12-13 22:37:37 »

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kingroka123
« Reply #3 - Posted 2013-12-13 22:43:25 »

Looks cool, about how big are your maps?
Offline CTucker1327
« Reply #4 - Posted 2013-12-13 22:47:17 »

Looks cool, about how big are your maps?

This test map (Rather small) is 40x18 tiles, 64x64 resolution.
2560x1152 in total.

Character is 48x48.
Offline CTucker1327
« Reply #5 - Posted 2013-12-15 01:32:50 »

Starting working on a server today, now that I've got some of the basic features down, So far the server is loading the maps and checking for the clients version, nothing else has been done, next up is Server-Sided Collision Detection / Movement
Offline wessles
« Reply #6 - Posted 2013-12-15 01:47:58 »

This is a good start for a platformer. Here are some ways it could improve!

* The control is a bit broken. It does not allow for fast direction changes, and just stops your character.
* I like your smooth movements, but they are buggy. When I jump onto a ladder, I am thrust up, and then slowly drop down. If I just go on a ladder normally, I take about 3 seconds to get to the top. Maybe your ladder system shouldn't involve velocity, but just lock in, and move. If you are near enough to the ladder, lock onto it, and if the player presses up, you climb. This automated system really just feels awkward.
* I would suggest having a unified resolution for most of your textures. It is a bit of a pain when troubleshooting comes around. You should probably do 32, or 64.

And don't beat yourself up on the textures! Placeholder art is good for pre-alpha. Once you get far enough in, you should find an artist though. Speaking of which:
I can be your artist!
Here is another project I helped out with.
I will have to wait for you to get far enough into this though. I don't want to make a whole bunch of sprites, only to have someone bail on the project.

In the meantime though, here's one for free!
* Enemy not shown at actual size
Click to Play

Non Blown Up Image

Keep up the good work!

Offline CTucker1327
« Reply #7 - Posted 2013-12-15 02:37:46 »

Thank you for the feedback, it's greatly appreciated.

This is my first game so I don't expect things to fall into place perfectly at the start. I'm more or less experimenting with things and trying to figure it all out. The ladder problem is a known bug, I'm not exactly sure how to make it ignore collision, however you've given me an idea about not using velocity for the ladder system, really helps out.

I can garentee you that I'm not going to give up on the project, however it may make many turns and changes throughout the development. Kind-of like how I've decided that I wanted it to be multiplayer and started working on a server today.

Thanks again for any feedback, and about the artist offer I'd be glad to have you onboard, at which point in development would you want me to contact you?

EDIT: All of my textures are 64x64, however I was messing with scaling and haven't converted the character yet, but then again, the character doesn't need to be the same size as a tile. Tongue
Offline wessles
« Reply #8 - Posted 2013-12-15 03:58:29 »

When you can give me a demo that plays well, I will be on board Smiley. Just email to me at when you have a demo ready.

DO NOT make this multiplayer yet. You have to make sure that it works first! You need to have a demo that you can play! Then, you can get started on servers. And even if you can get it to work on multiplayer, I doubt it would go so well (never have I seen a MMO platformer), but I guess you could give it a go.

Baby steps!

Offline CTucker1327
« Reply #9 - Posted 2013-12-15 06:51:48 »

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline NegativeZero

JGO Kernel

Medals: 333
Exp: 1 month or less

Zero but not.

« Reply #10 - Posted 2013-12-15 08:12:55 »

As I child I played an MMO platformer named Castle Infinity, which is currently being reprogrammed from scratch in JOGL.

Offline CTucker1327
« Reply #11 - Posted 2013-12-15 12:47:26 »

Offline Atheistzilla

Junior Devvie

Medals: 2
Projects: 1
Exp: 2 years

Rojar Studios Programmer

« Reply #12 - Posted 2013-12-18 00:04:58 »

Looks nice man! Just played around with it for a bit. There are things that you can need to work on, but this is getting somewhere. I like the quick progress on this.

Keep going man.
Offline CTucker1327
« Reply #13 - Posted 2013-12-18 15:43:22 »

Here we go guys, Instead of creating a new project thread, I just completely revamped this one. While the platformer was something that was kind-of cool, it just wasn't my fancy. I'm more interested in multiplayer networking and competitive game-play, so I changed my project to represent.
Offline Genius Coder

Junior Devvie

Medals: 1
Exp: 4 years

« Reply #14 - Posted 2013-12-22 15:35:27 »

Im slightly curious about your login does it work?

I love making games...
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