jClassicRPG framework and game (GPL/CC-BY-SA/Public Domain)

The fully opensource project contains an evolving Role Playing Game framework and will contain game implementations. It is written fully in Java in the tradition of old school RPGs like Wizardry 7 and EOB. In the plans are OpenGL, AI, scripting, turn based combat, commanding a group of characters.

All source and media are released under free license opensource - GPL, CC-by-SA, Public Domain and alike.

This is aimed to be a highly community based development (especially in the media area and later in the story/gameplay design part too.)

Quote from its wiki:
"
JavaCRPG stands for Java Classic Role Playing Game. It is a role playing game with an intent to bring back the old time RPG’s like Wizardry 7 or Bard’s Tale with a grain of ‘innovation’ salt in it. It features a first person view, 6 direction classic movement system in an OpenGL 3D environment. Its world is setup with algorithm based generation - its geography, ecology, population is generated with a random seed when starting a new game. Ecology and population is planned to be dynamic and interrelated to give a living and surprising experiment. Strongly skill and attribute based, turn based combat/social interaction, player commanding a party (up to 6 characters). With intention of following and modifying tradition of games like Wizardry 7, Bard’s Tale, Dune 1.
Currently it is in pre-alpha state under development."

Complete features:

* Classic tile based world view in opengl 3D
* Neoclassic simple mountains with 45 degree slopes
* Cave with various parameters (height, size, density, levels)
* Plains, forests
* Classic keyboard input with four direction movement
* Neoclassic look around in 45 degrees.
* Changing day and night with orbiters and optional lighting and route parameters
* Climate with belts
* Flora engine with climate dependency: continental, jungle, desert and arctic implemented
* Configurable graphics detail level 3D core (based on JMonkeyEngine) with optional grass, water reflection, billboarded trees, fog state, bloom effect, shader based wind animation etc. that can load .obj and .3ds models.
* UI widgets & detailed map system (partially)
* Water system
* World generator for Geographies / Climates / Waters
* Save/Load of game
* Audio system playing sounds and music (.ogg)

* Character leveling
* 3D model animation (md5 based complete with some of the models)
* Object system (intermediate state with working player inventory)
* Wildlife engine (partially working, group based)
* Economy, populations (partially working)
* Strong skill system (skills partially added, coding of using them is partially complete, WIP)
* Ecology generator (partially)
* Civilization engine (group intelligence instead of personal - very basic state)
* Turn based combat (partially - you can play combat win and lose but WIP)

Features of the future:

* Special NPCs system (for plots / representing population groups)
* Plot, scripting, quest system
* External map editor
* Other tools
* The reference game
* ?

It is in development since May 2007.

If you want to join the community effort don’t hesitate! We’re especially in need of 3d mythic mobs (static or animated). The main modeler platform used is blender. If you happen to have good experience in Java and are willing to help in writing an external infrastructure editor tool for jcrpg in java using jME and jcrpg’s class hierarchy + xml exporter (xstreamer) then it’s one of the major tasks that await a seasoned java developer. :slight_smile: You can check out the full SVN at sourceforge.


At these links above you can find a lot more information!

Cheers,
lead dev.

Wow! Very nice! ;D

Is the scripting going to be done with java as well?

Thanks! And this is only little percent of the content we plan to have gathered in this big attempt. Hopefully this can really grow out to be a standard source of many classicstyle 3d RPGs. The market is missing that so much. I hope to have many helping people around - even if its a long process. :slight_smile:

Well, I’m really beginner in the question of scripting, but probably it could be done with Jython or some other Java buzzword, or as this is going to be opensource fully even pure Java can be a solution as you can include jars or even directly classes easily. It’s an open question. First we have to get a autogenerated plot system implemented to see how the architecture’s gonna look like so then we can choose how the external scripting can be best implemented.

So the focus here first is - just as for all parts of the game - the autogenerated part, and then will come the external parameterization or direct scripting. :slight_smile:

This seems really really impressive. I’m looking forward to seeing where this goes. Currently downloading the SVN from sourceforge, will mess around with it later.

Also I like your pig models :slight_smile: I watched the pig battling video and it made me laugh, but in a good way. Artfully and appropriately done I think.

And did I infer correctly that you’re developing this primarily on a 6200go? That seems like a rather limited card in terms of capability, but I suppose that is good to be able to support that as a standard, should support a wide base at that level. But all the same, will you eventually be working on more fancier effects? (I love my normal mapping and shiny surfaces) Or are these pretty much waay in the back of the priority list for now?

One thing I think might be good to add as an option is anti-aliasing however (forgive me if you already have, I haven’t checked). But I think it would look much nicer if you had at least 2x AA enabled when you took the screenshots, as everything would come out a lot cleaner. Would that be too much trouble?

Anyway please don’t get the impression I’m criticizing you or anything, excellent work so far, it really is. I just don’t want people to shrug it off if the graphics look a bit basic.

Keep up the excellent work :slight_smile:

Hello,nva225!

Thanks for the positive and constructive reply! :slight_smile: Antialiasing is supported by jme and the game as well, it’s a setting in config.properties file. Well, normalmaps/specular maps can be added as jme can use GLSL shaders.

Well, the situation is that this 49Kilo lines of code have been written primarily by me, so these fancy things can get in the foreground once or twice, but there are so many other things to take care of that this leaves sometimes small time for it.

So probably if someone familiar with java programming and willing to embrace the source of jcrpg and learn to live with it and getting some 3d knowledge + jme knowledge and then try to help coding such things - now that could boost such things. I rather would concentrate on gamelogics right now, but if someone would take that role I wouldn’t hesitate to include nicely written patches! I wish someone with GOOD java knowledge would join and wouldn’t be pissed off at my coding style :wink: - what a dream. :slight_smile: (I’ve been programming Java for 5 years now, but still this is my first attempt to create a serious game.)

So definitely - project is open to such things or even patches. :slight_smile:

I’m glad to see you here as your project is really impressive on my view. Don’t forget to help me in writing the JNLP file for it when you have some minutes… ;D

This is an interesting project, I’ll have to take a closer look, but one thing that called my attention, you mentioned that the project uses GPL and CC, AFAIK those two licenses are incompatible, they can’t be bundle together, or am I missing something?

Source code is GPLv3. Media is varied between GPL, CC, Public Domain. It’s completely okay. Also CC-BY-SA is considered GPL compatible AFAIK.

CC-BY-SA is GPL incompatible, it’s clearly stated in the free software foundation page, and, as CC is not a free software license it would be very hard to be GPL compatible, considering the nature of the GPL license. Please see the list of compatible/incompatible licenses at, http://www.gnu.org/licenses/license-list.html#SoftwareLicenses, CC is mentioned almost at the bottom of the page.

Although I’m deviating from the topic, you cannot combine incompatible licenses, in this case, GPL and CC. I had this problem with the Tango Icon theme, and if you read the mailing list archives you’ll see that it has been a common problem with developers that wanted to use Tango Icon theme. They are already considering using another license.

The other possible problem, at least for me as a Portuguese developer is the Public Domain status, Portuguese law doesn’t allow someone to place a given work under PD, but that’s another problem and I’m already off the topic.

Nevertheless, I’m currently downloading and I’ll spend the next free moments looking at it :slight_smile:

"
“Licenses for Works of Practical Use Besides Software and Documentation”

Creative Commons Attribution-Sharealike 2.0 license (a.k.a. CC-BY-SA)

This is a copyleft free license that is good for artistic and entertainment works, and educational works. Please don't use it for software or documentation, since it is incompatible with the GNU GPL and with the GNU FDL."

You see? It’s used for media and can be used in one project with GNU GPLv3 licensed software code. I’m quite sure about this - several projects use these mixes of licenses. :slight_smile:

Good luck with testing! :slight_smile:

The 6200go is a shader model 3/DX9 card. It’s dog slow, but it’s only one (and a half) step behind the most current technology in terms of capabilities.

Although I did not know specifically, I actually expected the 6200go to be fairly compatible with most dx9 tech. I was mostly referring to the fact that it would be so slow at rendering them that one would be disinclined to use them, even if they are possible in the first place.