Rise of Heroes MMORPGRTS

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James Proctor
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Rise of Heroes MMORPGRTS

Post by James Proctor » Wed Nov 11, 2009 12:27 am

I am creating a MMO and MMO Engine using the Player demo as a base. Alot of server and client code is being rewritten and new plugins and managers for both client and server are being developed.

I am looking for some advice on ways to improve graphic quality on the client.

Here are some screenshots showing the quality as of right now. These are also the same screenshots I posted in the Player demo 2 thread but I am starting my own thread to show off my own work.

For more information please visit http://www.riseofheroesmmo.com
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Last edited by James Proctor on Thu Apr 15, 2010 3:25 am, edited 3 times in total.
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Re: Rise of Heroes MMO

Post by Brutal » Wed Nov 11, 2009 2:51 am

Im not trying to be rude by any means, but I dont see anything different in those screenshots from just the regular player demo aside from trees and shrubbery, and a different skybox.
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Re: Rise of Heroes MMO

Post by James Proctor » Wed Nov 11, 2009 3:10 am

Ok first of all the Skybox is Caelum. Not a static skybox like the player demo has. The terrain is all together different. Paged geometry was integrated into it for the trees. Also if you notice under online players James is the only player controlled character. Bill1 and john are NPCs. I created a non-graphical Client that controls the NPCs. The NPCs move around in a set path, they say some random thing every minute, and they respond to the player when the player says something using a Chatterbot like system.
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Re: Rise of Heroes MMO

Post by Praetor » Wed Nov 11, 2009 6:52 am

Art. It's what makes the look. It sucks being programmers coming to grips with this fact, but if you want to make your world come alive you need content which looks alive.

Something you can do is put a little variation in your vegetation. Have several grass quads you use, while mixing in shrubs, flowers, and other weeds. Have several different trees which random scaling (within reason), orientation, and coloring.
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Re: Rise of Heroes MMO

Post by DanielSefton » Wed Nov 11, 2009 11:50 am

How come the screenshots on the website you posted are different?

The particle effects video looks awesome, but it's not the same game. :?
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Re: Rise of Heroes MMO

Post by jacmoe » Wed Nov 11, 2009 11:59 am

It's because it's the new client (shown here) - I am guessing the screenshots on the site are from the old client (possibly not using Ogre) - but it's not clear. :)
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Re: Rise of Heroes MMO

Post by James Proctor » Wed Nov 11, 2009 4:05 pm

The screenshots and video on the website is from the Torque Game Engine MMO kit. I started out using that but found it way to restrictive for what I was trying to do so I decided to create my own server and client so I could build in the custom features I wanted to include.
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Re: Rise of Heroes MMO

Post by Tony Richards » Wed Nov 11, 2009 7:55 pm

I am looking for some advice on ways to improve graphic quality on the client.
Indeed, the artwork has a huge impact on visual appeal.
The screenshots and video on the website is from the Torque Game Engine MMO kit
Funny, that's where I started too... did you use the Prairie Games / Minions of Mirth kit or the Dream Games one?

I started out with the Dream Games kit, although I only used it as a reference and wrote pretty much everything from scratch.

I'm with you... I made a prototype in about 3 months, had it looking halfway decent, but then I realized that I'd never be able to progress much further.

It wasn't the rendering engine... it was mostly the datablocks, the entity system and the crappy way everything was organized (or disorganized) in engine that made me abandon Torque.

Luckily I happened across OGRE and I ended up making a fairly good game engine using it as the rendering engine.

Let me know if you want to swap code or ideas. Most of everything I'm doing with OGRE I'm sharing source code via http://www.indiezen.org. I've got about 3 years worth of work sitting in Subversion over there and you're more than welcome to use as much of it as you want.

But, sadly I don't have any artwork I can share... good luck!
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Re: Rise of Heroes MMO

Post by James Proctor » Wed Nov 11, 2009 8:18 pm

Tony Richards wrote:
I am looking for some advice on ways to improve graphic quality on the client.
Indeed, the artwork has a huge impact on visual appeal.
The screenshots and video on the website is from the Torque Game Engine MMO kit
Funny, that's where I started too... did you use the Prairie Games / Minions of Mirth kit or the Dream Games one?

I started out with the Dream Games kit, although I only used it as a reference and wrote pretty much everything from scratch.

I'm with you... I made a prototype in about 3 months, had it looking halfway decent, but then I realized that I'd never be able to progress much further.

It wasn't the rendering engine... it was mostly the datablocks, the entity system and the crappy way everything was organized (or disorganized) in engine that made me abandon Torque.

Luckily I happened across OGRE and I ended up making a fairly good game engine using it as the rendering engine.

Let me know if you want to swap code or ideas. Most of everything I'm doing with OGRE I'm sharing source code via http://www.indiezen.org. I've got about 3 years worth of work sitting in Subversion over there and you're more than welcome to use as much of it as you want.

But, sadly I don't have any artwork I can share... good luck!
Thanks I will check out your code. I used the MoM kit. It uses python for scripting and I loved how easy it was to script everything. What it did it did really well but like for example the dialog system was very basic and it was difficult to have like a whole chain of quests with one NPC. It was pretty much limited to one quest per NPC. The Audio system was very basic. You just had a playlist and it would just cycle through the playlist. You couldn't have different music for different areas. everything was broken up into zones but I want my world to be seamless. So it was just different things like that that ruined it for me.
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Re: Rise of Heroes MMO

Post by jacmoe » Wed Nov 11, 2009 8:29 pm

Tony Richards wrote:it was mostly the datablocks, the entity system and the crappy way everything was organized (or disorganized) in engine that made me abandon Torque.
The amazing thing about Torque is how a polished toolchain and (aggressive) marketing can make up for the engine being messy and somewhat limited (since it was created for a particular game). I am not saying it's badly coded, but it looks like 'production quality' game code, not commercial quality middleware.
It's the tools which makes people keep going back to Torque.

I just wonder how different it would have been if it was Nebula Device instead?
That code is great, but it's not being pimped at all (which is a shame).
Tony Richards wrote:sadly I don't have any artwork I can share... good luck!
You keep forgetting about Worldforge:
http://www.ogre3d.org/forums/viewtopic. ... ge#p318140
It's an awesome resource - especially for RPG type games. :)
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Re: Rise of Heroes MMO

Post by Tony Richards » Wed Nov 11, 2009 8:39 pm

it looks like 'production quality' game code, not commercial quality middleware
That's hitting the nail squarely on the head.

WorldForge art assets? What's the license?

/me runs to look....
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Re: Rise of Heroes MMO

Post by James Proctor » Wed Nov 11, 2009 9:22 pm

Thanks Jacmoe for pointing that out I didn't know you could freely use their assets. They will at the very least get me started for the demo. One question though on the human and creature models they have a .skeleton file with the animations. How can you find out what the names of the different Animation are so you can call them from with in your project?
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Re: Rise of Heroes MMO

Post by jacmoe » Wed Nov 11, 2009 10:31 pm

You can use the Worldforge assets freely, as in keeping them GPL'ed.
They contacted the FSF directly about GPL'ed art, and the reply they got was that it doesn't 'infect' your application. GPL only applies to the art itself, so you must make it available and share your modifications.
Which means that we can use it for any application, closed source and commercial as well as open source.

The Worldforge media repository is huge. Don't try and download it all through SVN in one swoop. It will probably take a day, or two.
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Re: Rise of Heroes MMO

Post by Tony Richards » Wed Nov 11, 2009 11:19 pm

The ember-media-0.5.7.tar.bz2 is about 200mb and looks to have a decent amount of artwork in it for starters.... it's available from the Worldforge Sourceforge downloads area.
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Re: Rise of Heroes MMO

Post by James Proctor » Wed Nov 11, 2009 11:37 pm

Here is a new Screenshot showing the new Character model from worldforge. The Walk animation doesn't work and I have no idea about the attack animation since at this point I have no functional battle system to test it out with. The Idle animation does work but it looks to be more of a defensive idle animation.

Also in this screenshot the trees are not working because when I upgraded to Ogre trunk PagedGeometry will not compile with it so I have to mess around with it to try to get it to compile.
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Re: Rise of Heroes MMO

Post by jacmoe » Wed Nov 11, 2009 11:53 pm

He sure looks like he's just been born! :D
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Re: Rise of Heroes MMO

Post by DanielSefton » Wed Nov 11, 2009 11:58 pm

James Proctor wrote:Also in this screenshot the trees are not working because when I upgraded to Ogre trunk PagedGeometry will not compile with it so I have to mess around with it to try to get it to compile.
Yes it does. SVN version compiles fine with trunk. :)
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Re: Rise of Heroes MMO

Post by James Proctor » Thu Nov 12, 2009 12:01 am

DanielSefton wrote:
James Proctor wrote:Also in this screenshot the trees are not working because when I upgraded to Ogre trunk PagedGeometry will not compile with it so I have to mess around with it to try to get it to compile.
Yes it does. SVN version compiles fine with trunk. :)
Ok thanks nice to know! I will have to get it. However I had been using a Modified version that came with a demo I downloaded so hopefully everything that I had been doing with it works the same way.
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Re: Rise of Heroes MMO

Post by James Proctor » Thu Nov 12, 2009 12:03 am

jacmoe wrote:He sure looks like he's just been born! :D
lol that was the only human model that I could figure out what the Idle, Walk, and attack animation were called.
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Re: Rise of Heroes MMO

Post by DanielSefton » Thu Nov 12, 2009 12:05 am

Download the Ogre Mesh Viewer from here (or any mesh viewer that displays animation info will do):

http://tuan.kuranes.free.fr/Ogre.html

Import your models, and the animation list should be populated with all the available animation names. :wink:
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Re: Rise of Heroes MMO

Post by James Proctor » Thu Nov 12, 2009 12:33 am

Thanks that made a whole lot easier to find the animations. But most of the models I got have no animations with them! lol I guess they are still a work in progress. Oh well I have a naked Goblin that can be used for a NPC mob and I have a skeleton that can be used for a Mob. I need to do some recoding however before I can have diferent meshes for characters since right now the mesh is hardcoded into the client and they all have to use the same mesh.
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Re: Rise of Heroes MMO

Post by James Proctor » Thu Nov 12, 2009 4:29 am

Here is another screenshot showing the chatterbot brain in action. Remember that both John and Bill1 are NPCs. I am standing right next to Bill1 which is a goblin and I say Hi then both Bill1 and John reply back to me. At the moment they both use the same chatterbot brain and theres only response to Hi so they both say the same thing.

Right now each character both player controlled characters and NPCs have a config file that lists their mesh, animations, scale, and other defining information. Once I get this integrated with a mySQL database then all that information will be stored in the database and sent to the clients from the server but for now the client accesses the config files and gets the information.

Here is Bill1's config file for an example:

//Mesh
Actor_Mesh: goblin.mesh

//Scale
Actor_Scale: 5

//Animations
Actor_idleAnimation: _Stand
Actor_walkAnimation: _Walk
Actor_attackAnimation: _@Bash1

//Rotation
Actor_FixRotation: false

and the name of the file is Bill1.cfg

For loading the config file I take the name of the actor and I construct a string which contains the directory + actors name + .cfg

Code: Select all

std::string Directory = "../media/Characters/scripts/";
	std::string Character = data.title;
	std::string Path = Directory;
	Path = Path + Character;
	Path = Path + ".cfg";

	if(!config.load(Path))
		OGRE_EXCEPT(Ogre::Exception::ERR_FILE_NOT_FOUND, "Could not load Character config file", "LoginState::LoginState");
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Re: Rise of Heroes MMO

Post by James Proctor » Thu Nov 12, 2009 7:08 pm

I am getting ready to head out to the dentist so I can't make this update to long but here is what I have been working on now.

--Chat commands
I have started adding some different chat commands so far I have /pm and /kill

usage:
/pm [to] [message]

Description - Will send a private message to another online player. Right now none of the server side stuff is there to handle a PM. I will prob. wait until I start work on the communication server before adding in the rest of the code to handle PMs.

usage:
/kill [character]

Description - Client side command only to test out the visual death animations on the characters.

I use a tokenize method to break up the strings into parts then check the first part for the different commands. If the message isn't a command then it gets sent to the server as a normal text message.

the kill command is the first step in continuing the battle manager so I can start getting some game play in besides just walking around and chatting.

Some things I am going to have to do to continue the battle manager is extend the player class. Include a death animation as well as the 3 current animations it checks for. Give the actor 2 states alive and dead. For NPC when the state is dead it will need to set a timer to decompose then once decomposed set another timer for respawn.

Also here is a new Screenshot showing some of the new buildings. Once I get around to it adding some bump maps and other things those buildings will look very nice IMO.
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Re: Rise of Heroes MMO

Post by James Proctor » Tue Nov 17, 2009 5:10 am

We now have snow! I have started playing around with Particles got the snow effect looking pretty decent! The Particle emitter is attached to the camera so as you move around the particle emitter goes with you.

Image
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Re: Rise of Heroes MMO

Post by James Proctor » Thu Nov 19, 2009 7:38 am

COMBAT IS ALMOST HERE!
I am almost finished with a basic Combat system. Through out the development process on RoH the combat system will be upgraded and made more complex with the addition of Armor and other boosts as well as new attack types but soon we will have a working combat system. Right now the biggest challenge is the visuals. I need more animated models for mobs and I need more attack animations for the models I have. So that means I am going to need to find a animator and 3D Modeler. I also need the particle effects for the magic attack types. So for now the combat may not be visually pleasing since I have to work with what I currently have but it will improve as we go!

http://www.riseofheroesmmo.com
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