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  Moon Lite  (Read 3946 times)
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Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Posted 2014-07-17 22:20:47 »


Hey, this is a game I am currently developing, it's a 2D survival game with much Fighting Action and many different Characters to play Smiley


Features:
Multiplayer (100%)
Inventory/Item System (100%)
Chunk System (100%)
Infinite World (100%)
Fighting System (0%)
Place/Break Blocks (100%)
Crafting System (100%)
Skill System (0%)
Collision Detection (100%)
Smooth Movement (100%)
Smooth Animation (100%)
Fitting Textures (100%)
Monsters (0%)
Items implemented (10%)
Characters implemented (5%)

Additional:
5/20 Characters drawn
0/20 Characters Completed with Skills
13/13 Materials drawn with Items
1/13 Materials as Ores Implemented

There will be one Character unlocked at first and the rest will be unlocked through achievments. (For example Defeat the Boss, accomplish 10 Sidequests, Kill a Dragon etc.)


Youtube Channel: Seiya02

Latest Video:
<a href="http://www.youtube.com/v/lv1rK3nVDbA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/lv1rK3nVDbA?version=3&amp;hl=en_US&amp;start=</a>

There will be one Main Quest and some little Side Quests given by Villagers (Under Ground Villages are Planned) The Main Quest will most likely have to do something with traveling to the Bottom of the World and defeat a Unique Monster there. And Side quests are for example: Defeat Amount of Monsters, Collect Amount of Items, Reach some Level, Rescue somebody etc.

There's Basically 7 Attributes:
Health - Clear what it does Cheesy
Attack - Melee Attacks Damage
Dextertity - Ranged Attacks Damage
Intelligence - Magic Attacks Damage
Armor - Defence against Melee Attacks
Evade - Defence against Ranged Attacks
Resist - Defence against Magic Attacks

And for each Level the Character gets 2 Attribute Points he can set on whatever he wants

Each Character has a Unique Skill set of 3 different Skills and a passive, and on every third Level he gets a Skill point to learn or improve one of the Skills. Some Characters have Skillsets that only work if you play with one specific weapon, for example when the character shoots a fire arrow on the next attack he has to be fighting with a bow, it won't work otherwise Smiley In this case you could still play melee and just switch to the bow for the skill to set the enemy on fire and then switch back to your sword because you have more Attribute points set for Attack Smiley
Offline LostWarrior
« Reply #1 - Posted 2014-07-17 22:45:52 »

Looks cute. I'd like seeing this grow a lot bigger and actually playing it. I think you'll have to add some unique gameplay mechanics, otherwise it might look like a Terraria clone of some sort, but with different graphics. By the way, what engine or API are you using? LibGDX? Or just your own LWJGL engine implementation?

Cows aren't sheep, because pigs already are.
Offline death_angel
« Reply #2 - Posted 2014-07-17 22:47:50 »

The game looks good
I would like to play a demo Grin

Like a Boss Hacker
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #3 - Posted 2014-07-17 23:04:28 »

I'm using just LWJGL with some Util classes i worte myself, so basically my own Engine Smiley

And well the difference to Terraria is that it's more focussed on combat with skills for the different characters and less on building something.
There will be a playable Demo once i get the Multiplayer Stuff up using KryoNet. that's what I will do next Smiley
Offline LostWarrior
« Reply #4 - Posted 2014-07-17 23:17:42 »

I really like your idea. But I'm not very sure what theme or setting you're going after? If I understand correctly, you are going to implement some RPG-like elements?

Cows aren't sheep, because pigs already are.
Offline HeroesGraveDev

JGO Kernel


Medals: 269
Projects: 11
Exp: 2 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #5 - Posted 2014-07-17 23:24:47 »

Looks suspiciously similar to Magicite.

Edit: In fact, the character in the video is directly taken from the game. Sad

Offline VIrtueeL
« Reply #6 - Posted 2014-07-18 08:58:25 »

this is so cool =D

i do devlogs and i do tutorials check em out
https://www.youtube.com/user/InidDevo
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #7 - Posted 2014-07-18 11:33:11 »

RPG-elements such as Quests, Leveling, Stats and Skills are planned Smiley

And well it looks a lot like Magicite but that's just the Character because I really loved that one Lips Sealed but they aren't completly taken from there, I draw them myself and try to make more different characters than they have.

There will be one Main Quest and some little Side Quests given by Villagers (Under Ground Villages are Planned) The Main Quest will most likely have to do something with traveling to the Bottom of the World and defeat a Unique Monster there. And Side quests are for example: Defeat Amount of Monsters, Collect Amount of Items, Reach some Level, Rescue somebody etc.

There's Basically 7 Attributes:
Health - Clear what it does Cheesy
Attack - Melee Attacks Damage
Dextertity - Ranged Attacks Damage
Intelligence - Magic Attacks Damage
Armor - Defence against Melee Attacks
Evade - Defence against Ranged Attacks
Resist - Defence against Magic Attacks

And for each Level the Character gets 2 Attribute Points he can set on whatever he wants Cheesy
Offline LostWarrior
« Reply #8 - Posted 2014-07-18 12:22:51 »

What kind of infrastructure are you planning to use for the multiplayer part? Is it going to be server/client or P2P? And if you're going to use server/client, will you be hosting some dedicated servers yourself, or do people have to download their own server and play with their friends?

Cows aren't sheep, because pigs already are.
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #9 - Posted 2014-07-18 12:31:49 »

It's planned to be server/client where everybody can host a server cause it's not for massive multiplayer, i guess it will be best with 1 to 5 players but i won't make a limit there. I might set up a server that works similar to minecraft realms where you can host your server fast an easy but I'll do that later and just maybe
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline LostWarrior
« Reply #10 - Posted 2014-07-18 13:15:09 »

If you maybe need some help on the multiplayer part, you can send me a PM.

Cows aren't sheep, because pigs already are.
Offline VIrtueeL
« Reply #11 - Posted 2014-07-18 13:19:17 »

are you good with multiplayer??
know any good tutorials you can post??

i do devlogs and i do tutorials check em out
https://www.youtube.com/user/InidDevo
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #12 - Posted 2014-07-18 13:42:30 »

Well I use KryoNet, just know the basics about it but it's enough to get an entity system working for server and client working so that's all i need? :x
Offline kevglass

JGO Kernel


Medals: 191
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #13 - Posted 2014-07-18 13:43:31 »

Are you looking to have the same gameplay as Magicite too then, or are you differentiating in some way?

Cheers,

Kev

Offline LostWarrior
« Reply #14 - Posted 2014-07-18 14:00:37 »

With the small amount of people you are expecting to be on a server each time, KryoNet will serve your need very well I think. I've been using it for a while now and I find it quite a nice library. As of this week, I have a lot of free time and since I'm not really working on a particular project myself, I'm available if you need some help or anything else.

Kaj

Cows aren't sheep, because pigs already are.
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #15 - Posted 2014-07-18 14:22:52 »

Might contact you If something is not working very well Smiley

Well the difference to Magicite is that it's all on one map where you have to dig your way down, the Skills come with the character and not like you can choose free. And that you can destroy Blocks and place them (You could build a house but it's more likely that you build some small rooms under the earth where you are safe and can craft something) the cities aren't regularly there, they are completly randomly placed in the big world. Other differences are that you can put Attributes where ever you want, they aren't randomly placed. So basically there's a huge difference between the different classes coming with their Skillsets, in Magicite it's just small differences
Offline kevglass

JGO Kernel


Medals: 191
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #16 - Posted 2014-07-18 14:25:21 »

But the gameplay (outside of place/remove block) is intended to be the same?

Cheers,

Kev

Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #17 - Posted 2014-07-18 14:31:56 »

More different skills but the rest yes. trying to put more different variations in (player and monster side)
Offline LostWarrior
« Reply #18 - Posted 2014-07-18 17:25:21 »

Do you have any plans on implementing a lighting system? And if so, will it only be an ambient day/night cycle or a tile based lighting system with different light sources?

Cows aren't sheep, because pigs already are.
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #19 - Posted 2014-07-18 18:16:49 »

I might implement a tile based lighting system with different Light Sources but I never did that before so if i add it, it won't be in the demo and early versions Smiley
Offline LostWarrior
« Reply #20 - Posted 2014-07-18 18:47:30 »

Well, I guess that doesn't really matter because it doesn't have an effect on the gameplay or anything. But I think it will be a nice aesthetic once you've added it.

Cows aren't sheep, because pigs already are.
Offline LostWarrior
« Reply #21 - Posted 2014-08-01 19:50:44 »

Are you using an engine for the collision and stuff like Box2D or have you created your own system?

Cows aren't sheep, because pigs already are.
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #22 - Posted 2014-08-03 14:34:32 »

I'm Using just one simple class called Box, which is Basically the Rectangle class but a lot simpler and well works fine for me :x
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #23 - Posted 2014-08-05 09:46:33 »

Uploaded new Video! Smiley

Changed the Character art so it doesn't look that much like Magicite anymore.
Implemented Multiplayer (Removed Animations due to changes to my Entity System but it will be reimplemented soon)

<a href="http://www.youtube.com/v/lv1rK3nVDbA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/lv1rK3nVDbA?version=3&amp;hl=en_US&amp;start=</a>
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #24 - Posted 2014-08-05 21:44:22 »

With implementing Block breaking (or basically it's changing cause there's no difference if i set air to stone or if i set stone to air) i got a bug that just lets the change happen on the first client connected. KryoNet's Server.sendToAllTCP(change); works fine (every client prints out that they received the packet) even the handling works fine. after it changed the value in the chunk when i print them they print out the new value, but the rendering somehow takes the old one (same for collision detection) that's the next thing i'll fix  Huh
Offline LostWarrior
« Reply #25 - Posted 2014-08-05 21:49:38 »

Do you also update the chunk when you receive the packet, and not just only print the new value out when you received it?

Cows aren't sheep, because pigs already are.
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #26 - Posted 2014-08-05 21:56:44 »

The Value gets put into the Chunk it belongs to and printed out from there (To make sure it is in there)
found the Problem: on the second Client the Chunks were created twice (so it renders 2 layers) but the change just applies to one of those. I still don't know why it sends the CreateChunk twice but i fixed the problem now by disabling the creation of a chunk when another active chunk has the same x and y coordinates Smiley so basically it's fixed but i still didn't find the thing that causes it
Offline LostWarrior
« Reply #27 - Posted 2014-08-05 22:16:23 »

Are you sure you don't create a chunk on behalf of the client itself, and then another one when the server tries to send world?

Cows aren't sheep, because pigs already are.
Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #28 - Posted 2014-08-05 22:22:20 »

The Client itself doesn't even have code to generate chunks, so it's just the server sending it Smiley and if that's the case Client 1 should have the same problem.

Improved rendering A LOT! With Occlusion Culling the Clients can now hold much more Chunks (so for example if you're falling down and the server can't send fast enough you still can't fall off the world because there's many chunks loaded below)

Next thing i add might be an Inventory System Smiley (or reimplementing smooth animations)
Offline LostWarrior
« Reply #29 - Posted 2014-08-06 01:38:05 »

When is the demo coming out? You said there would be one once the multiplayer is implemented. I guess you don't have that many features in yet, so that's maybe why.

Cows aren't sheep, because pigs already are.
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