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Author Topic: New Age OpenGL Engine/Game  (Read 2738 times)

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Offline Celestialkey

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New Age OpenGL Engine/Game
« on: March 08, 2014, 07:53:40 pm »
Many of the examples and tutorials on this site rely on OpenGL 2.1 and lower. Since Opengl is now on version 4.4+, I figured it was hightime to update some things. I've only got about a month to accomplish this since I'm currently on hiatus for College. This gives me a month to relax and talk to you guys since I've sort of been missing around here with my life being busy with school, military, and whatnot. I do promise to have some results in return for my absence.

Without further excuses, I present the beginnings of a game I like to call "GameCraft" which is going to be a persistent world with a new type of crafting/combat system. It is going to be tailored to my type of gaming experience and it will have the items I feel many current MMO's do not have. It will be online and it will look extremely cheap. I don't quite care about the quality of graphics (although I will make it look decent where possible), but more so about the gameplay quality. I intend to have this up and running as soon as possible so you guys can hope onto a private server asap, but asap is looking like it will be about 2-3 weeks at minimum. I am currently building all the back end systems and settings things up to properly run once it is connected to the network. Some features of the game that I can guarantee will be in the game are below. These are items I wish I saw in current games, but for some reason no one is willing to take the chance to do.

1. Remodeled Crafting System
THE PROBLEM: In most games, the crafting system is very linear. If you are x level you can make x items that perform x stuff (damage, healing, etc...). This system is very broken if you ask me and some games have even broken the material gathering process or crafting process itself. Terra is a good example of this broken sort of crafting system. This annoys me because I am a very crafting oriented individual. I enter into games hoping to be able to relax and enjoy myself from time to time without having to partake in RAIDS. It's a simple mans job who enjoys the small things in life. It tears me apart to see systems requiring blueprints to create items repeatedly when you would obviously learn how to create something after 2-3 attempts. There is no need to buy 99 blue prints to make 99 swords. This is simple stupidity and makes the entire process very boring and resource intensive for no reason at all. Note that virtually all MMO's do not use a quality system for items created. They either require you to insert gems of some sort to enchant a item to make it stronger or something similar. In my opinion, this is okay, but it can be made far better.

THE SOLUTION: What I intend to do is change this from a linear systems to a 2D system of some sort and remove the leveling system altogether. I firmly believe that if I took what makes crafting fun, and simply emphasized that part of it, crafting would be much, much better. To do this, I intend to implement the system below:
A. Crafting system is not level based, but experience based
B. Crafting items repeatedly makes stronger items of that sort. The more you make something, the better you should get over time at making it, thus quality increases.
C. Crafting system will not be 1:1 per ingredient. Instead, if you craft in bulk, it should cost less than the initial investment of making 1. Aka, if it takes 1 iron to make a dagger, then instead of having 99 iron make 99 daggers, it will instead make 120 or something similar. This ensures that users harvesting materials have an important market share worth the value of what the craft can sell it for. This helps prevent what I like to call 'Runescape Syndrome', or the practice of buying and selling with a fixed price point per item or material.
D. Building new items typically reserved for "higher levels" can be discovered through mistakes in crafting a current item, (e.g. someone making a dagger makes the blade too long and boom, you now can make short swords) or through buying 2-3 blueprints of an items and learning it that way.

I've a few other ideas for crafting,but those are the main points I wanted to implement.

2. Combat Systems
THE PROBLEM: So, combat systems currently in MMO's are kinda... iffy. Terra for example has some pretty useless damn tactics such as dodging when many of the games monsters have lockon abilities. Other games tend to slow users down when in combat mode to have prevent you from performing hit and run operations and force you into fights with little chance of escape. Games are actually getting better at fixing this, Blade and Soul, Vindicutus, and GunzOnline addressed these problems very well and they have my respect. The worst problems with games right now though? THE LEVEL SYSTEM!

THE SOLUTION:
I intend to implement the combat system as something not related to level. I would rather this game be skill based instead of who has the biggest boot in one giant kickout. Now of course level will has some implications with certain aspects of the game. It wouldnt make sense to have someone who has been fighting constantly to be beaten by someone who joined yesterday. So I instead propose minor gains with level. Just enough to give a obvious advantage such as raising health and damage output slightly, but not by so much that a level 99 can 1 hit a level 1. I think Gunz online was an absolutely amazing game where a level 1 could take down a level 99+ as long as that level 1 had the skills to out play the higher level. Systems like that appeal to me since I don't tend to grind levels and I instead rely more on tactics and skill in most MMOs to bring down my enemies. Enemies tend to be pretty stupid in games these days and they work off an aggro system that will cause them to stick to whoever has the most damage output. Although this works for older games, it makes for a very predictive fight with a very set strategy. I intend to remove the class system where you are locked into one role. Instead all players can be all roles as long as they know how to play those roles without the perks they have in other games. Instead of play a tank who has aggro aggressive moves and lots of health/armour, you will instead be of similar health to the others around you forcing you to stick closer to the target and distract it from your team mates. I have not yet fully discerned how to accomplish this, but I have some ideas in the back of my head.

Those are the two main attributes I intend to create in this game.

Tell me what you think of my ideas and if you have any of your own, let me know. This is going to be a project I work on for a few years while I am in college. After I accomplish what I want, I'd like to have other ideas to implement.

So far, here is a few statistics of the game engine and where it is at
- Uses MD5 model format with bone animation
- Loads 90% of textures out there using DevIL
- Uses UDP string packet style for command deliverys
- Uses crypt++ to encrypt outgoing data so user data is secured
- Uses HTML for GUI
- Fully Opengl 3.3+ compliant, NO LEGACY CODE
- Will be completely opensource. Version releases will occur after each feature is implemented. A GIT hub or SVN will be opened eventually.
- Mostly cross platform compliant, my logging system is the only thing not currently compliant, I imaging the networking portion will not be either.

I'm not quite sure what else to talk about... So here is a SS of the engine loading a .obj, .md5, and a custom file format. The engine is mostly being developed in parts right now. The modeling portion is currently being worked on.

« Last Edit: March 08, 2014, 07:58:36 pm by Celestialkey »
Created By: Eczuo
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I have noticed that people who claim that everything is predestined, and we can do nothing to change it, look both ways before they cross the road.
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I'd prefer to die standing, than to live on my knees - Che Guevara
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If you change the way you look at something, does that something change in any way?
- Quantum Theory

Hacking
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Never in the field of human conflict was so much owed by so many to so few. - Winston Churchill


Quote from: Revelations 12:4
And his tail drew the third part of the stars of heaven, and did cast them into the earth; and the dragon stood before the woman which was ready to be delivered, for to devour her child as soon as it was born.

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Offline Celestialkey

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Re: New Age OpenGL Engine/Game
« Reply #1 on: April 05, 2014, 01:53:33 am »
Just posting an update on this. I've gotten a lot of the feature I want up an running now. I'm currently working on getting multi layer texturing in place and LOD put in place so that I can render my quad trees in high detail nearby and low detail far away. A small picture below of my progress currently. It is only showing the terrain loaded, but it is using a quad tree and frustum culling to only render terrain you are looking at. It also has dynamic lighting enabled but it has a strange look because of my normal calculations. Once I get something related to a game up and running, I'll ensure I post some tutorials.

Also, I've decided to work on this in DirectX11 (Most features used are still available in DX9-10). I can convert the project over later to OpenGL since the languages are pretty similar in terms of what they require to render. OpenGL makes it somewhat harder though. :(

Tell me what you think!
Created By: Eczuo
Quote
I have noticed that people who claim that everything is predestined, and we can do nothing to change it, look both ways before they cross the road.
Quote
I'd prefer to die standing, than to live on my knees - Che Guevara
Quote
If you change the way you look at something, does that something change in any way?
- Quantum Theory

Hacking
Quote
Never in the field of human conflict was so much owed by so many to so few. - Winston Churchill


Quote from: Revelations 12:4
And his tail drew the third part of the stars of heaven, and did cast them into the earth; and the dragon stood before the woman which was ready to be delivered, for to devour her child as soon as it was born.

Quote
It takes skill to build an empire. It takes an idiot to maintain it.

Offline Nathan

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Re: New Age OpenGL Engine/Game
« Reply #2 on: April 05, 2014, 07:02:43 pm »
Awesome - I can wait to see the structure of the library. If you don't already have a repo you should sign up at srchub and request a private git repo :). You can flip it to public when you are ready to release.

You should check out my ptypes fork for things like crossplatform threading, networking, and JSON (even an intelligent variant type!). I also have sample code for crossplatform AES.
Projects:
[ Axios Engine ] [ sourcehub ]
Compilers: Microsoft Visual Studio 2008, GNU C++, FASM, MASM, VB 6/.Net.
Languages: C++, PHP, ASM, JS, VB6/.Net, BASIC, HTML, MySQL
Please buy me some books: Amazon Wishlist

Offline Celestialkey

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Re: New Age OpenGL Engine/Game
« Reply #3 on: April 07, 2014, 11:43:10 pm »
Just another update on my terrain/weather system. See the image below.

It demonstrates a few techniques currently being implemented in the scene. The techniques can be seen below. When examining the image, understand that the terrain map is HUGE. The camera is 12 units up which is equal to about 120 ft in the game world.

1. Level of detail - Notice area circled with arrow. The detail map only renders detail to a certain distance away.
2. Day/Night system - The image was taken during morning hours.
3. Multi texturing - Texturing system is based off height of terrain and the main texture that is laid over the entire map and then enhanced using LOD.
4. Spanning clouds - Clouds contain multiple textures blended together moving at different rates. I'm debating using a perturbed image to change the cloud forms, but for now, I don't really care enough about sky detail.

Next up, tessellation for higher map detail nearby and some actual environmental objects such as trees.
1414-0
Created By: Eczuo
Quote
I have noticed that people who claim that everything is predestined, and we can do nothing to change it, look both ways before they cross the road.
Quote
I'd prefer to die standing, than to live on my knees - Che Guevara
Quote
If you change the way you look at something, does that something change in any way?
- Quantum Theory

Hacking
Quote
Never in the field of human conflict was so much owed by so many to so few. - Winston Churchill


Quote from: Revelations 12:4
And his tail drew the third part of the stars of heaven, and did cast them into the earth; and the dragon stood before the woman which was ready to be delivered, for to devour her child as soon as it was born.

Quote
It takes skill to build an empire. It takes an idiot to maintain it.

 

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