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  Naroth - 3D open world RPG  (Read 109386 times)
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Offline EgonOlsen
« Posted 2016-02-07 20:14:04 »

Naroth is a 3D open world, fantasy role playing game for Android.



You need at least Android 4.0 to download and play it: https://play.google.com/store/apps/details?id=com.threed.jpct.games.rpg

<a href="http://www.youtube.com/v/ix0pABwhQxc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ix0pABwhQxc?version=3&amp;hl=en_US&amp;start=</a>

You can find the game's features on the Google Play page above. But because this is a development focused site, I'll post some development numbers here instead:

  • 520 classs files (3D engine excluded)
  • 90 sounds
  • 9 music tracks
  • 120 3D meshes
  • 236 textures
  • 23 shaders
  • 39 quests
  • 42 NPCs
  • 29 dungeons, 1 wilderness
  • 15 subtle(?) references to games, movies, books and other stuff
  • 2 languages (english and german)
  • time to make it: 12/2011 to 2/2016 (as a spare time project)

Have fun!

Offline Riven
Administrator

« JGO Overlord »


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Hand over your head.


« Reply #1 - Posted 2016-02-07 22:46:53 »

Featured Pointing

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Offline boxsmith
« Reply #2 - Posted 2016-02-08 01:41:46 »

Congrats on the release! It looks solid. Wish I could play it.

Any further plans for the game?
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Offline EgonOlsen
« Reply #3 - Posted 2016-02-08 08:40:21 »

Any further plans for the game?
I guess I'll see how it goes. If people actually like it, I might consider to add some additional end-game stuff like an additional dungeon for high level players or something like that. But for now, I'll take a break and only do some small fixes and spelling corrections.

Offline ags1

JGO Kernel


Medals: 356
Projects: 7


Make code not war!


« Reply #4 - Posted 2016-02-08 11:06:22 »

Very well done! I'm glad to see you got this one out the door Smiley

Offline Archive
« Reply #5 - Posted 2016-02-08 15:26:27 »

Super awesome job EgonOlsen, this looks great! Too bad I don't have an android device Sad
Was this a solo endeavor or did you have a small team to help you?

Offline EgonOlsen
« Reply #6 - Posted 2016-02-08 17:31:48 »

Was this a solo endeavor or did you have a small team to help you?
I did the coding, the game design, the world and map building and the writing (quests and dialogs and such). But I used a lot of assets from either free or cheap sources, some models were build by members of the jPCT-community and I had a native english speaker, who did the proofreading of the english version. So it was no team effort, but it wasn't me alone either.

Offline DavidBVal
« Reply #7 - Posted 2016-02-10 18:05:51 »

You released!!!!! Just like that!!!!


WAY TO GO MAN!!!!!

 Grin Grin Grin Grin Grin Grin

Offline EgonOlsen
« Reply #8 - Posted 2016-02-11 21:38:07 »

I've released some updates in the past few days... Wink Including one that works around a nasty bug in PowerVR's shader compiler which prevented the game from running on SGX 54x, x>1 GPUs.

Because...this crashes the shader compiler:

1  
2  
3  
if (angle > 0.0 && !dungeon) {
 ...
}


while this works fine:

1  
2  
3  
if (!dungeon && angle > 0.0) {
 ...
}


...I just love shaders...they are so reliable... Roll Eyes

Offline VaTTeRGeR
« Reply #9 - Posted 2016-02-11 21:52:01 »

Does it also crash if you write it like this:
1  
2  
3  
if ((angle > 0.0) && (!dungeon)) {
 ...
}
Just wondering what causes that esoteric bug Grin
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Offline EgonOlsen
« Reply #10 - Posted 2016-02-11 21:59:24 »

Does it also crash if you write it like this:
1  
2  
3  
if ((angle > 0.0) && (!dungeon)) {
 ...
}
Just wondering what causes that esoteric bug Grin
Yes, it does...but this would work fine as well:

1  
2  
3  
if (!dungeon && angle > 0.0 && !dungeon) {
 ...
}

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #11 - Posted 2016-02-11 23:08:56 »

i guess angle is undefined when !dungeon so testing undefined > 0.0 crashes but testing !dungeon first exits before angle is touched so it's clearly your fault Wink
Offline EgonOlsen
« Reply #12 - Posted 2016-02-12 05:54:34 »

No, it's not undefined. And even if it would...it doesn't say that, it just exits without a proper error message (at compile time, not runtime). And it works on everything else, including SGX540 and SGX6xx, Mali, Adreno, Intel, Tegra...it's clearly a compiler bug.

Edit: This is the line right before the failing one:

1  
float angle = dot(normalEye, normalize(lightPositions[0] - vertexPos.xyz));


...so it's clearly not undefined.. Smiley

Offline DavidBVal
« Reply #13 - Posted 2016-02-12 11:37:44 »

After playing for half an hour, I am impressed.

One thing I'd like is, when an enemy kills me from behind, knowing who it was. Maybe switch to overhead camera after dying?


Offline CommanderKeith
« Reply #14 - Posted 2016-02-12 13:10:33 »

It's very nice, but I must say that it took me about 5 tries to finally kill that Urapi spider in the very first quest! Then I was slaughtered by the trading outpost monsters even more quickly than the spiders and I forgot to save lol.
It runs well on my Android 4.4.2 Kogan Agora 4G+.
The detail in the environment and the responsiveness of the controls surprised me. It's quite incredible that you created this whole game by yourself.

Offline EgonOlsen
« Reply #15 - Posted 2016-02-12 13:30:24 »

It's very nice, but I must say that it took me about 5 tries to finally kill that Urapi spider in the very first quest! Then I was slaughtered by the trading outpost monsters even more quickly than the spiders and I forgot to save lol.
The wolf at the trading post is much too powerful for a level 1 character. The actual trick in combat is to strike and move away...don't stand still. If an enemy hits you, you are stunned for a short time and the attack frequency of most enemies is higher than this stun time (which can be decreased by putting some skill points into "numbness"), so standing still is usually not a good idea.

Offline EgonOlsen
« Reply #16 - Posted 2016-02-12 14:21:19 »

One thing I'd like is, when an enemy kills me from behind, knowing who it was. Maybe switch to overhead camera after dying?
I had a another request to add a decidated "you are dead" message anyway. Maybe I can combine both ideas by printing out something like "Killed by <enemy type>" or something like that...I'll put it on the TODO list.

Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #17 - Posted 2016-02-12 15:44:33 »

I toyed around with it for a while, it's a really impressive accomplishment. Looks really good, and the controls are smooth. Runs very well (and without any bugs) on my Nexus 4.

Other than that I have played it too little (not enough time...) to tell you anything more. Good work!

Offline DavidBVal
« Reply #18 - Posted 2016-02-15 09:51:34 »

solid performance in my mi4, and fun game. Will try to make a more detailed review/playtest when I have some time, but you did a great job.

Offline FabulousFellini
« Reply #19 - Posted 2016-02-16 20:19:55 »

Was this a solo endeavor or did you have a small team to help you?
I did the coding, the game design, the world and map building and the writing (quests and dialogs and such). But I used a lot of assets from either free or cheap sources, some models were build by members of the jPCT-community and I had a native english speaker, who did the proofreading of the english version. So it was no team effort, but it wasn't me alone either.

This is very impressive!  If you don't mind me asking, which free or cheap resources did you use for the assets? 

-FabulousFellini
www.fabulousfellini.com
Offline EgonOlsen
« Reply #20 - Posted 2016-02-17 11:58:25 »

This is very impressive!  If you don't mind me asking, which free or cheap resources did you use for the assets?  
I used stuff from http://opengameart.org/ (those with a fitting license only), from https://www.freesound.org/, from https://incompetech.com/ as well as other free stuff that was either free to use by license or I asked for permission. I bought quite a few assets on http://www.turbosquid.com/ as well as on http://graphicriver.net/ and on http://3docean.net/.

...and some models and textures were made by people from the jPCT community.

Offline ziozio
« Reply #21 - Posted 2016-02-18 20:58:28 »

Game looks great, but for me I find it hard to read the text. I'm using it on my android phone. Is there a way to make the font larger?
Offline EgonOlsen
« Reply #22 - Posted 2016-02-20 14:29:02 »

No, there isn't. Which device do you have? I tested it on a 4" device and found it readable.

Edit: Which text do you mean in particular? Dialogs, quest descriptions, GUI elements...?

Offline ziozio
« Reply #23 - Posted 2016-02-21 08:25:58 »

I have a nexus 4.

The question as to which text, I mean all text. I find the text in general hard to read
Offline EgonOlsen
« Reply #24 - Posted 2016-02-21 08:36:58 »

I've developed it on a Nexus 4 for the most part. I found it perfectly readable on that device...hmm... Huh It might be possible to increase the font size for dialogs and such on demand, but not for the GUI as it would make the whole layout explode...

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #25 - Posted 2016-02-21 08:40:01 »

"20 years ago...your father left...and never returned"
Lol what a hook. It's like a f**k you to the face > play this game.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline EgonOlsen
« Reply #26 - Posted 2016-02-21 08:41:29 »

It's actually 20 years, but anyway... Grin

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #27 - Posted 2016-02-21 08:45:01 »

I feel like the animations for the player are too choppy. Obviously that was the least strongest suit.

Please make them better for the player.

Cool game, would try.


You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline EgonOlsen
« Reply #28 - Posted 2016-02-21 09:45:21 »

I don't know what you mean? How can you judge the player's animation, if you haven't tried the game? Apart from that, it's a first person view. There is no player model, so how can it have choppy animations... Huh

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #29 - Posted 2016-02-21 10:12:41 »

The sword slashes.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
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