Thread: Oracle 2D - MMORPG

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  1. #1 Oracle 2D - MMORPG 
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    NOTE: WILL BE FOCUSING ON MAINLY GAME MECHANICS, PHYSICS & TOOLS ETC BEFORE I START PRODUCING GAME ARTWORK

    Engine: Scratch (ORACLE)

    The goal for this project is to make a medieval based MMORPG with 2D Graphics. A giant world you can free roam, slay monsters, go on adventures, fight other players and compete for the best stats and most wealth! Players will be able to create clans and control areas. If other clans can challenge clans for there areas in-order to get to the top and own zones. The owners of the clans will be the best of the best players. I will add more detail to the aim and story of the game as the game is produced but here is how the project has been going:



    This small video is just a perspective/idea of how it will look for the developer.





    Spoiler for updates:

    • Update: 23/5/2020

    - Map data is now successfully downloaded from the Server to the Client based on a Version system. So if the Client's Map is out of date, a new map will be downloaded and updated upon startup.

    • Update: 2/5/2020

    - Implemented JSON Saving and loading conventions; Currently using it for Saving and Loading tile information and map data to a json file. Which will then be sent to an application on start up so it can render the information.
    - Created a packet handling system using an operation code to trigger a handler; when a message received on either the server or client side.
    - Begun writing an information encryption and decryption scheme with the implementation of XTEA, this will also be utilised for the encryption of map data.
    - Begun writing Application Start up handlers, which will basically download information from the server needed to run the program; the current build, data information, etc.

    • Update: 25/4/2020

    - Basic Client/Server Framework has been complete, and messages can now be sent between the client(s) and server successfully. I have completed the network utilising the latest version of Netty (https://netty.io/). I am now re-writting some of the Client to integrate the network so it can inherit the client protocols to allow for multiplayer. Tomorrow I will be working on player updating so multiple players can be rendered to the world.
    - I have now re-vamped the way my tiles were processed and loaded, instead of using an ArrayList to load my tiles in each region I have converted to using a 2D Array. That was one of my dumb mistakes that lead me to problems arising in the A* pathfinding algorithm making the diagonal movement struggle to find a smooth diagonal path, instead it was zigzagging unnecessarily and taking dumb directions in some cases. This should now hopefully be resolved with further updating tomorrow. The Tile system will also have some more work done to it with our new storing and loading convention.

    • Update: 11/4/2020

    - Begun writing the server!


    • Update: 18/1/2020

    - Begun working on the functionality of the Tile Editing Interface for the Developer mode. Tiles can now be selected and placed.


    • Update: 6/9/19

    - Begun creating an interface system that loads & handles buttons and sprites based on identification numbers.
    - Started working on an in-game development tool which allows me to spawn NPCS, OBJECTS, EDIT & ADD Regions, handle administration and moderation of players etc. This is being implemented with the new GUI System being made. The benefit of having the in-game development tool will allow me to make live changes to the game play, also speed up the testing process of any new physics or mechanics involving objects, players npcs or even just effects of tiles such as gravity changes etc.


    • Update: 27/8/19

    - Created tile click movement, in-order for a player to move they must click a target tile.
    - Implemented the A* Pathfinding algorithm, this will also be used for AI Development.


    • Update: 23/8/19 and Beforehand

    - Client Animation Framework has been constructed
    - Tile Map system has been created.
    - Region CHUNK System has been created - basically means the world map will be loaded via regions, so the whole world is not being loaded at once it will only load the region you are in or closest to.
    - Player entity created
    - Tile Types have been added.
    - Player movement started - The player will remain fixed to the centre of the screen and the world will move around the user.
    - Started implementing a* path finding algorithmn, so when the player clicks on a tile the program will find the quickest possible route and travel the user to that tile.
    - The client will only render whats just outside the screens parameters allowing a more consistant fps and not rendering what it doesn't need to.



    Spoiler for Media:

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    Spoiler for Screenshots:

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    Last edited by Format; 05-23-2020 at 08:13 AM.


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  3. #2  
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    Nice man!
    Goodluck
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  4. #3  
    Extreme Donator Oracle 2D - MMORPG Market Banned



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    Goodluck with this format, do like the name.

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    Best of luck format, you’ll boss it mate!
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  6. #5  
    PokeFrontier Java Developer

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    Glad the work of my team was able to inspire you, I'm assuming you're just using java and making everything yourself right?


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  7. #6  
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    Quote Originally Posted by Pokemon View Post
    Glad the work of my team was able to inspire you, I'm assuming you're just using java and making everything yourself right?
    Sure am


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    PokeFrontier Java Developer

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    Quote Originally Posted by Format View Post
    Sure am
    Is this a personal choice of making it a goal to learn by recreating several things?
    If not i would strongly suggest a game engine or at least some sort of API a game engine would save a lot of time


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  9. #8  
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    Quote Originally Posted by Pokemon View Post
    Is this a personal choice of making it a goal to learn by recreating several things?
    If not i would strongly suggest a game engine or at least some sort of API a game engine would save a lot of time
    100% personal choice, im making the game engine from complete scratch including creating tools, to build the game with at a faster rate (e.g. Region Builder, Cache Editor, etc.). Its a slow initial start, but its the way I like to do things. I have no interest in building games off of other peoples work. It would take all my credibility away instantaneously.

    Here is an example of what the Region movement looks like. On the client side of things, the user is actually fixated to the centre of the screen, for the movement to work the world must move around the user. The user will detect what tile it is on when the world shifts. The world will shift with all of the objects and npcs and players (This will be done by the server). I haven't applied the pathfinding algorithm to this yet, so this is only done with arrow keys for the moment.




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    PokeFrontier Java Developer

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    Quote Originally Posted by Format View Post
    100% personal choice, im making the game engine from complete scratch including creating tools, to build the game with at a faster rate (e.g. Region Builder, Cache Editor, etc.). Its a slow initial start, but its the way I like to do things. I have no interest in building games off of other peoples work. It would take all my credibility away instantaneously.

    Here is an example of what the Region movement looks like. On the client side of things, the user is actually fixated to the centre of the screen, for the movement to work the world must move around the user. The user will detect what tile it is on when the world shifts. The world will shift with all of the objects and npcs and players (This will be done by the server). I haven't applied the pathfinding algorithm to this yet, so this is only done with arrow keys for the moment.


    That's respectable, In a way I did the same thing for pokefrontier it was a great learning curve but we never finished the project.
    For movement are you spamming the x and y values for each movement from the client to server? If your tiles are 32*32 I'd say for each integer you could have a force movement on the character to move a whole tile client sided that way the server works with small numbers. You can have the absolute value and have its relative value which you would just divide the absolute coordinate by the tile size. I did some research on key movement, spamming packets would be inefficient with a high volume of players. I can definitely be corrected on this case since I've only done a brief research and thought about this for a short while but you could have a direction system and when the key for a direction is being held down you only send a single packet to the server saying which direction the player is going and indicating that the key is being held down. The server will continue moving the player in that direction until either the key is released sending a packet indicating the release of a key and stopping movement or if another direction key is pressed to change its direction.

    Basically if I moved 10 tiles north if we only used absolute coordinates I would've sent 320 packets indicating one pixel movement each time I moved up north until I reached the tenth tile. If we used relative coordinates I would send only 10 packets to move north since the client processes the 32 pixels per tile on its own removing stress on the server. Now if we predicted movement I would only be sending 2 packets indicating the direction key held and when it was changed or released.
    I wouldn't say using an engine takes away your credibility it would pay off once you learn the engine to create future games at a fast pace, plus you wouldn't be reinventing the wheel big time saver.


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  11. #10  
    ᐯᗴᑎᗝᗰ丨丅ᗴ
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    Goodluck Format my friend! Nice to see you finally found some free time with your work!
    Looking good so far


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