Ben's Burrows

Hi All,

I started writing this game about a year ago to brush up on my Java skills in preparation of a job interview, I got the job, and feel I’ve also made a good start on a game with potential.

The game could be best described as a superficial Dwarf Fortress clone with multiplayer.
The final goal is to have a world with hundreds of regions, a player can build a fort on any of these regions and visit, trade and siege each other.
Currently the multiplayer is only for one region, but seems to work quite well with minimal network traffic.

All the art is stolen (Minecraft, Phoebus, Ironhand) and only placeholder, and I’m considering completely changing the theme of the whole game.

I’ve currently got it under a 3 clause BSD license and the source can be viewed at https://github.com/bensmith87/yadf
Feel free to fork it and do what you want, although some form of credit would be great.

There is a webstart available at http://bensmith87.byethost11.com/ which I think is stable.

I would love to get feedback on the code, the game play and any bugs/issues.
Also, if anyone wants to help with the pixel art I would appreciate it.

mmm, hotlinking. Sounds delicious. ::slight_smile:

Haha, I’ll get that fixed.

wow wtf
we (friend of mine and I) are basically doing the same thing currently :o

we have multiplayer up and running too
even our code structure doesn’t look all that different lol

sorry didn’t mean to hijack your thread but here’s a screenshot of our ‘game’

or an earlier ‘trailer’ :smiley:

again I didn’t mean to hijack your thread but wow that is something :o

Very cool, yours looks heaps smoother, are you using any libraries? Mine is still all in pure Swing :slight_smile:

He’s definitely using LWJGL.
Knowing how most members of this forum are, he’ll probably be using LibGDX on top of that. :wink:

That is correct :slight_smile:

After a little bit of examining your code I’ve come to the conclusion that, while our game looks smoother, your code looks smoother lol :smiley:

Multiplayer for this kind of game is a pain in the ass, am I right? :smiley:

Just a question, because I don’t know my way around your code, do you update the dwarves like at a fixed tickrate on the clients, or do you update them when a new job comes around. We’ve chosen the second method and are pretty happy with that. (The server calculates the path for them and just sends the path to the dwarf/human).

Yeah, multiplayer is a real pain, I’ve got the simulation 100% deterministic (I hope) so I just send commands over the network and hope all the clients stay synced.

I update the movement of the dwarves each simulation step, but all of the jobs and stuff are only updated when something changes, so I have lots of listeners listening to everything. It works quite efficiently, but was hard to get elegant, and I’m still battling to remove some circular dependencies.

Hey! Look everybody, we have twinsies! :wink:

First of all, finally there’s a game that works with Java 7.

I quite like the idea, but I don’t think using swing is a good approach. After all, those swing components are really meant for an actual application and using them with in-game graphics doesn’t look too good. I really loved the idea and concept, but the GUI looks quite confusing with the tabs and pop-ups.

Perhaps if you could merge it into some sort of single tabbed on-screen custom UI? Have a gold indicator and stock indicator on-screen with in-game graphics. If you know what I mean.

Swing was just the easiest solution for me, but there is nothing tieing the simulation to the interface so it could be easily replaced with anything else.

I dont really get what to do in this game…