This is the link to Winin's posts regarding Dangerland: http://www.multiplaying.net/tag/dangerlands/ Website is here : http://dangerlands.com/
It's a lot of fun to work on! Last night I spent some time working on .. jumping! Yesterday I added some directional collision to the player so he could find his way around better on solid objects while keeping with world physics 'rules'. As we will have dungeons and indoor areas, it's important to to be able to collide with lots of types of objects. It's tough to write a good player controller without using a physics engine as it's going to run on the iPhone. I didn't plan on adding jumping but hopefully it will work out and add a neat gameplay addition to things, as you can 'charge up' your jump in relation to yuor jumping skill. If I do my job right it will look like a realistic jump and let people with higher jump scores get to areas other people can't. I also added the ability for any client to become a server. This is a major breakthrough which I have been prototyping, and the reason why will be announced on the Multiplaying podcast on Dec. 18th In retrospect, though it was as much work as I thought it would be, adding in the keyboard style movement has brought the game to a whole new level. Will try for updated screenies/vid this weekend, and a live test shortly thereafter if I can tighten it up enough.
Hehe yeah, though ramps work much better for the camera (less bopping). I had to redo the collision model for your (cool and dangerous) dungeon setting
I just published another bit of lore. Enjoy! http://www.dangerlands.com/index.php?option=com_content&view=section&layout=blog&id=4&Itemid=8
OMG.. That.. Is.. AMAZING!!! Suggestions for your epic map making ideas!!! What about some traveling boat thingy (kinda like MapleStory) that takes you from one island, to the other. It can also take some time (like 5 minutes) to get to point A, to point B, with other people on the boat of course Not my photo by the way. I know i'm going a bit too far, but if you want to make this game last , I suggest adding a "market stand" thingy where you are able to sell your things to other people while being away from your computer/ipod. Other suggestions , you can also make a freaken awsome house making thing! Where you can get some wood by killing monsters (not trees, used for models), and then make them into a furnature and freaken SELL THEM.. Okay I was joking, but having your own small house would be nice, also the ability to fish, etc. But all this can be in future updates and such, first thing first is to make the game fluid
Dave, this is looking beautiful. However, I have to ask (because I haven't read it anywhere else), is this what the iPod version will look like? If so, it looks gorgeous, if not, could you give us an idea of what it WILL look like?
I haven't done an iPod test in awhile. It's quite likely there will need to be some quality sliders/settings. As for your comments on housing, and farmstands, etc.. stay tuned to my Podcast interview over at Multiplaying.net on the 18th! Should be an interesting announcement then Dave
And if you look at the world map earlier in this thread, you'll see a nice long river. I'm toying with the idea of a boat ride that takes you from one end to the other, but that is still in the "hmmm, could we do this and would it add much to the game?" phase.
Dave Young and I will be answering questions about DangerLands this Friday on the Multiplaying podcast. Submit any questions here, over on the Multiplaying forums, or email them to [email protected]. Send in your questions before 8 EST on 12/18. Thanks! You can find out more about the game in this thread, at http://www.dangerlands.com/, or at Multiplaying under the DangerLands tag.
More updates finally, coming out of the 'fix the network' mode and getting some things done! It's been a vicious haul of holidays and trying to get a decent working network movement. So here are some of the things I remember doing over the last several weeks: Migrated all network prototype code and existing DangerLands code into a single codebase When a client joins a scene, if no server is present, the client becomes the zone server. This is mainly to let AI actions take place, but a real secret will be revealed on Dec. 18 Gave the ability for a client to become a dedicated scene server (privilege is based on userID). This starts up a stripped down version of the client and will be optimized for the lowest quality rendering, but be able to fly around and see what's going on, place objects ingame, etc. Combined server functionality in the main codebase Moved all the object synchronization to the Server Module, and is now done per user as opposed to all users at once Added object specific pack and unpack functions for objects to send out initial updates and thereafter, positional updates Filtered the object updates based on distance from the user Moved the object creation to be triggered from the server's initial object creation Moved the player object data fetching to a queue on the server Synched the initial client object with the xml data from the server Updated the connection logic. Network connection now happens immediately before authorization. If you can't connect, you can't log on. Created a boolean flag packing/unpacking system to streamline simple data flow over the network (anim on/off, etc) Added keyboard based movement (WASD and QE for strafe) Modified the chat system so that when you type you don't also move around The stats were saving in the wrong order initially upon char creation, fixed Setup a networked heartbeat function to send out vitals to other players Setup a server side autosave function to save player loc and vitals every xx seconds Updated the targeting so that current health shows up correctly Let the Loading screen linger a second longer to account for the small pause while starting up a server Cleared the target indicator when you click on terrain Let the user select his own player as a target for certain things Prototyped a Jump function, disabled for now Updated the animation routine to allow the player to play his walk animation again Added the ability to zone to other scenes. Add a sensor and an AI Model named PortalAI to an object, then fill out the Scene Name and Location Name. Added Named Location objects. Add a LocationMarker object to a scene and fill out the sObjectName field with the location name. This gets sent to the server when the scene loads, so the server knows all locations. Useful for jumping around. Added a generic handler for chat 'slash' functions Added a /locations chat function, lists all the named locations in the current scene Added a /teleport function, jumps to a named location Added a /scene command, jumps to the named scene Added a /players command to list all the known players Let the player use his last bind location if his last known position is invalid Added a 'zoning in' particle effect to the player Added collision detection to the player. He now scans in the direction(s) he is heading for potential obstacles. Needs to be optimized/tested for load Did a pass on creating LOD for trees and dungeon objects using Advanced. Need to test when Advanced catches up to 1.8.1 Prepared a bunch of Dungeon pieces for World Building. Combined all the materials where possible
Just a quick note: the podcast interview has been postponed til the new year, but we will be posting up a couple if major announcements here shortly.
Excuse me for not digging through every thread to see what engine you are using but how are you developing for the iPhone in windows? Unity? Can you show some recent vids with the iPhone simulator?