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