LPM Online RPG 3D (Near Alpha?)

LPM stands for Low Poly Mud - and graphics are not a priority - at least not this early in development. If / when I complete a fully playable and active game, I will invest in more aesthetic assets :slight_smile:

Current features include:

  • OpenGL 3D hardware rendering (www.jPCT.net)
  • Netty networking; reactor based design
  • SQL driven player profiles and functional PDO driven web highscores
  • Server authorized game content such as A* path finding (with smooth translations handled client-sided), real time prop editing / mob spawning / map loading & saving
  • Multi-player rendering / animation / text chatbox / movement
  • Script engine using Java (my own system… not finished but then again, I don’t have script writers at the moment :wink:

My project is inspired by RuneScape and MineCraft (both games also created using Java) and I am fully committed; no technical brick wall will stop me. I’ve tackled some big challenges already and at this point in development, I’m pretty sure the hard part is behind me - unless I run into unexpected issues while fine tuning what already exists.

Basically I’m building a virtual world, where multiple players can log in, and craft their own content with nothing more than a few hot keys and the click of a mouse. You can select between 3 player archetypes, and ~10 entity types … in a real time environment. And while I’m not sure yet if this will be an MORPG I host, or something like MineCraft where players get to host their own private servers, I am developing all of the desired features regardless of how this will be published (because IMO it would be neat to build content in-game and get player feedback right then and there if I do end up hosting this myself).

If you are interested in additional media, I have a very out dated video of the game hosted on my YouTube channel. Please keep in mind, this video features the concept build (which is way before A* or multi-player) and mostly compiled of test cases. But none the less, it’s the same concept the actual game follows:

oZNhuXePVRk

If you’ve made it to this bit of text, I sincerely thank you for showing interest in my little project! :slight_smile:

Special thanks to my friend Christian Tucker for devoting some energy into creating an incredible bare bones server framework and flawless sql system, which I was able to modify to suit my needs, and then build the multiplayer version of the game on top of.

I’m a big fan of the art in the background of the log in page, but not that big of a fan of the differing image quality in various objects in the game world. Consistency is a good thing, and making the ground such a low resolution image, and then the objects in the world much higher quality, is not consistent.

Also, I am interested in your “rambles about the design,” as I have always wanted to implement a system similar to this, but have never really looked into how. If you ever decide to open source your code, I’d love to read that section of it.

What questions do you have? I’ve done a lot of discussing with OP about this game, as I was the one who wrote the networking framework for him; Obviously I can’t hand out code to the game without his permission. (I also don’t have an updated version of the client’s source) but I can definately help you get an understanding of how things should be done since I’ve been helping him out with the entire networking related process.

You’d have to ask specific questions though if you want answers, don’t flood the thread though, message me instead.

Hi thank you for your feedback. The terrain / block / tile textures are currently just using some “RPG Themed” MineCraft texture pack, and are more temporary than the models. Hopefully I will find motivation soon to replace them because I agree they’re not consistent at all. :slight_smile: As for networking yes, feel free to talk to Chris, as I really only write packets for the game protocol using the initial server framework he provided and do not fully understand the “technical” details as much. I just know it’s clean, solid code, and something I can depend on later down the road as well.

Edit: I’ve updated the terrain texture with one found on my HDD I think it’s a little more suitable. Let me know what you think :slight_smile:

Edit 2: After suggestions from friends on Skype I’ve decided to scale the player down a bit, and I think the game feels a lot better at this size.

[quote]Some rambles about the design:

  1. Run the loader.jar
  2. Loader connects to update server and updates the cache.gz and / or game_pack.jar
  3. Once updated, game_pack.jar will execute and launch the 3D client
  4. Can login & register via the client app (by sending credentials to the server)
  5. Join the virtual world and chat / build with friends, using blocks, trees, fires, portals, chests, and other various objects.
    [/quote]
    I don’t know what your loader.jar’s exactly is, but I once got the problem that I stuck with a not updatable launcher. In my opinion it’s not a bad thing to make it updateable too.

-ClaasJG

I may or may not have lost interest in the project which I cannot re-obtain… if anybody is interested in a copy of the source code you may inbox me.
It was rushed, but with some polishing up this could be a respectable little project… Skype: sandbox.morpg

Why the loss of intrest?

Why not post it on Github for everybody to learn from.

Normally I would, but this source isn’t documented. :-\ I’ve been meaning to start a YouTube tutorial series here soon, which by the end, would produce a more lightweight and easier to understand “MMO”, but with lwjgl instead of jPCT. It will be much better as a learning resource than trying to figure out the LPM client

background paint using TwistedBrush filters)))
(as i can see)

y, so dark - maybe make it same as BG =) simple add light colors and use filters from same TwistedBrush to make it funny and magical ^^

[quote]I may or may not have lost interest in the project which I cannot re-obtain…
[/quote]
p.s Its normal ^^ we all have many abandoned projects behind, they make as better and stronger XD

A few things have been changed. The client was tweaked a bit so it could be built with java1.6 since most MC users have that version… Player usernames render above heads, and now each player’s last chat message will render above their head for up to 2200ms.
It’s not much, but these little (daily?) updates can to add up fast :stuck_out_tongue:

Next update is going to be refined multi-player rendering, meaning any inaccuracies will be debugged and solved. Maybe soon I will record a thorough multi-player session and upload an up-to-date video to YouTube seeing as the only clip of this game is from the initial offline build

Yea!!