Urban Galaxy MMORPG

Looks very cool! I like how your always so high up.

I loved the atmosphere. Felt like Fifth Element.

I was disappointed at first that I couldn’t crash into cars or buildings. I was expecting to take damage for poor driving skills. I got stuck behind a sign at one point but managed to maneuver back out.

I especially enjoyed the music in the Commercial zone.

I bought a level 3 pulse cannon but I couldn’t equip it. Turns out I needed to be level 3 myself. A message would have been useful.

Worked great on my MacBook Pro. Thanks for sharing. Would be interested in hearing how well the JMonkeyEngine has worked for you and Java in general for this ambitious project.

looks great and has good polish. I thought the controls were a little bit wonky at first though.

It worked fine. I got the feeling that the enemies were very easy and didn’t shoot back (out of the 8-9 enemies I killed, only one gave me any kind of damage).

Other than that, I am flying, why can’t I go over the buildings? :frowning:

Mike

Thank you guys, for trying out the game! This was just a ‘first’ preview.
We have collected your feedback and are already working on improving the gameplay.

Concerning the questions:
@Mickelukas:

  • The first enemies (Vervedos Rookies) are there to teach you how to fight. There are intentionally unarmored.
  • You cannot go over buildings, at least not the highest ones, because we wanted to sandbox the game using ‘neighborhoods’ and have the players explore the city within the lower areas (where the action takes place).

@loom_weaver:

  • Crashing on cars or buildings would work fine on a single or multiplayer game, but it is a more difficult problem to solve on MMORPGs. Taking damage from buildings require server-side collision detection and damage from car-to-car crash, requires very low-latency networking, something you do not have on MMO games. I guess, having a client-based collision effect, could do the trick, at least for now…
  • Concerning the level 3 pulse cannon, the icon should be red-ish, indicating that you are not ready to equip it… if not, I guess we found a bug…
  • The jMonkeyEngine is a very nice platform. We had the project up and running in a couple of days. The only problem is the applet integration. Unfortunatelly it does not work on Macs, even with the latest 2.8.3 LWJGL (we have a lot of flickering on complex scenes, the mouse does not seem to behave correctly etc). In addition, I am not sure whether LWJGL works with OpenJDK as an applet… which is the default on Linux… it looks like the java ecosystem is going through alot of changes, which is kind of risky and could turn users away from your product, in case it fails to run out of the box.

Coo, this is coming along nicely. I really wouldn’t worry about applet integration. In the time you’ve been working on this, applets have been thoroughly killed off as a viable technology for general mass market distribution.

Cas :slight_smile: