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Ludoria- Now on steam GreenLight

Posted: Tue Aug 12, 2014 11:27 pm
by xelon
Latest Update:
Ludoria is now on KickStarter! https://www.kickstarter.com/projects/17 ... g-rpg-game
Our new Kickstarter trailer:
[youtube]H9b3F064ihE[/youtube]

*Update*
New video! Multiplayer adventures :)

In this video we show some of the new features we have been working on, such as voxel water, dynamic weather, improved multiplayer client/server architecture, new Ludoroms, new skills, improved graphics, overall performance optimization, level system, new items, new biomes, and much more core engine improvements.

Please give it a like and share. Thank!

[youtube]Gus8bRFPrYk[/youtube]



Hi everyone,

Ludoria is voxel based game, set in a procedural, randomly generated world. It is currently being developed by only two people.

The game is proudly powered by Ogre3d rendering engine and several other libraries such as bullet physics. The core engine is written from ground up to suit the game needs.

Today we have submitted our game to steam GreenLight. You can find it here http://steamcommunity.com/sharedfiles/f ... =299506991. Every UP vote is appreciated :)

Trailer video:

[youtube]UOkOtYtIFoo[/youtube]

Special thanks to all Ogre3d community. Without you, this game would never exist.

Re: Ludoria- Now on steam GreenLight

Posted: Tue Aug 12, 2014 11:36 pm
by c6burns
Cool! Looks like minecraft meets pokeman ... you've got my vote :)

Re: Ludoria- Now on steam GreenLight

Posted: Tue Aug 12, 2014 11:40 pm
by xelon
c6burns wrote:Cool! Looks like minecraft meets pokeman ... you've got my vote :)
Thank you :P

Re: Ludoria- Now on steam GreenLight

Posted: Tue Aug 12, 2014 11:52 pm
by NotCamelCase
Upvoted already! Cute looking procedural content you got there.

Re: Ludoria- Now on steam GreenLight

Posted: Tue Aug 12, 2014 11:57 pm
by xelon
NotCamelCase wrote:Upvoted already! Cute looking procedural content you got there.
Thank you for your support :) . Got it me a while to achieve the desired biomes shape. Experimenting with perlin noise is not fun at all :D

Re: Ludoria- Now on steam GreenLight

Posted: Wed Aug 13, 2014 5:42 pm
by suny2000
Looks great!
Good luck for your greenlighting campaign :)

Re: Ludoria- Now on steam GreenLight

Posted: Wed Aug 13, 2014 10:58 pm
by areay
Good luck with your game. I liked the racoon/badger mount that the character was riding around on.

Re: Ludoria- Now on steam GreenLight

Posted: Fri Aug 15, 2014 9:41 am
by Klaim
Hey that was a surprisingly nice trailer! :D

Re: Ludoria- Now on steam GreenLight

Posted: Sat Aug 16, 2014 5:24 am
by cbibejs
That looks amazing.Looks like game is huge and have a lot of content.Good luck on GreenLight

Re: Ludoria- Now on steam GreenLight

Posted: Sat Aug 16, 2014 1:05 pm
by xelon
Thank you everyone for the nice comments :)

Re: Ludoria- Now on steam GreenLight

Posted: Sat Feb 21, 2015 1:39 am
by xelon
New video! Multiplayer adventures :)

In this video we show some of the new features we have been working on, such as voxel water, dynamic weather, improved multiplayer client/server architecture, new Ludoroms, new skills, improved graphics, overall performance optimization, level system, new items, new biomes, and much more core engine improvements.

Please give it a like and share. Thank!

[youtube]Gus8bRFPrYk[/youtube]

Re: Ludoria- Now on steam GreenLight

Posted: Sat Feb 21, 2015 2:42 am
by c6burns
Looking really really great ... seems like a lot of progress since you first went on greenlight. Keep it up!

Re: Ludoria- Now on steam GreenLight

Posted: Sat Feb 21, 2015 3:54 am
by xelon
c6burns wrote:Looking really really great ... seems like a lot of progress since you first went on greenlight. Keep it up!
Thanks! appreciate it :)

Re: Ludoria- Now on steam GreenLight

Posted: Sat Feb 21, 2015 2:13 pm
by localuser
Very impressive and inspring! You have my greenlight vote! What libs do you use for networking? I'm planning on using SFNUL for my networking needs.

EDIT: Just saw that you are already greenlit, congratulations! :) Great work, I wish I had more time and resources to spend on my game heh.

Re: Ludoria- Now on steam GreenLight

Posted: Sat Feb 21, 2015 6:08 pm
by xelon
localuser wrote:Very impressive and inspring! You have my greenlight vote! What libs do you use for networking? I'm planning on using SFNUL for my networking needs.

EDIT: Just saw that you are already greenlit, congratulations! :) Great work, I wish I had more time and resources to spend on my game heh.
Thank you! currently I use Raknet for networking, using a server/client architecture.

Re: Ludoria- Now on steam GreenLight

Posted: Sun Mar 01, 2015 1:57 am
by localuser
This might be offtopic, but do you have any pointers for when it comes to dealing with greenlight? Did you register a company? What kind of PR methods did you employ (other than having an awesome product) ? :)

Cant wait to buy this game so I can play it, it looks very fun and I got very excited to see it supports Linux (dont hesitate to PM me if you need help porting it)!

Re: Ludoria- Now on steam GreenLight

Posted: Sun Mar 15, 2015 7:40 pm
by xelon
localuser wrote:This might be offtopic, but do you have any pointers for when it comes to dealing with greenlight? Did you register a company? What kind of PR methods did you employ (other than having an awesome product) ? :)

Cant wait to buy this game so I can play it, it looks very fun and I got very excited to see it supports Linux (dont hesitate to PM me if you need help porting it)!
I had those exact questions when I first started too, so I will share with you my experience. We registered a studio company, but I don't think it was necessary for the Greenlight, at least for the submission part, but it is good to have it done early because paperwork always takes time. Once you have a video ready for Greenlight along with your screenshots you pay 100$ registration fee then you submit your game. Almost 70% if the traffic we had was directly from steam users. The other 30% was coming from gaming news websites that wrote articles about Ludoria, from youtube, and search engines. I hope this answers some of your questions, if you have more, feel free to ask.

Ps: Thanks for the linux help offer : )

Re: Ludoria- Now on steam GreenLight

Posted: Sun Aug 16, 2015 10:48 pm
by xelon
Latest Update:
Ludoria is now on KickStarter! https://www.kickstarter.com/projects/17 ... g-rpg-game
Our new Kickstarter trailer:
[youtube]H9b3F064ihE[/youtube]

Re: Ludoria- Now on steam GreenLight

Posted: Tue Aug 18, 2015 10:59 am
by NotCamelCase
xelon wrote:Latest Update:
Ludoria is now on KickStarter! https://www.kickstarter.com/projects/17 ... g-rpg-game
Our new Kickstarter trailer:
[youtube]H9b3F064ihE[/youtube]
I was checking the progress on Steam every now and then but it seems you got it even more awesome! It's not exactly my genre but I'll try to give Kickstarter a try with the project. Hope to play it soon!

Re: Ludoria- Now on steam GreenLight

Posted: Fri Aug 21, 2015 6:10 am
by Germanunkol
Hi,

Looks really cool!
Two small remarks after watching the newest video:

1. Your network movement code seems like it makes the players (and also NPCs) "jitter" or "jump" after every update (or is this something else?) If it's really the network, it might be because you actually set every position which you receive from the server directly for the entities - this is just a guess, but that's the effect I used to get. The issue here is probably that this doesn't account for network latency - i.e. you expect to get an update at t_0 but you get an update at t_0 + x, where x is the network latency, and so the character jumps "back" to a position which is actually older.

I used to use a very simple scheme to overcome this problem. Say you expect an update every tu seconds, from the server. Before the update arrives, you simply do your interpolation (i.e. keep moving in the same direction as the last update told you to). Then, when the update actually arrives, don't just set the position of the entity, but instead calculate the difference vector between the current position and the position which the update tells you is "right". I call this difference dv. Then, you can get a "speed vector" or "correction vector" cv by calculating cv = dv/tu. If you now use this cv vector as an addational speed, which you add to the character every frame (multiplyed by the frame time, of course), then you "correct" the position so that when the next update arrives, the current position should be correct (or at least not worse),
This way, the position update gets smoothed out, because it's not set directly, instead, the difference is accounted for during the time until the next update.

Hope that makes sense - I didn't want to waste time drawing an image for what I mean, after all, maybe this isn't even the issue. I just noticed that jitter and remembered I used to have those problems.

2. The bed is waaaay too shiny. Specularity (both hardness and intensity) seem to be way to high on it. Looks uncomfortable :)

Keep it up!

Re: Ludoria- Now on steam GreenLight

Posted: Tue Aug 25, 2015 7:58 am
by Slappy
The videos look really great!

Anyway I noticed on Kickstarter page the Unity engine logo.

Please clarify that - it is OGRE3D powered game or you changed engine to Unity?

Re: Ludoria- Now on steam GreenLight

Posted: Sat Sep 05, 2015 11:28 am
by TheOnlyJoey
I agree, if this game is Unity powered, we should lock this thread maybe.
I am curious though what made you switch to Unity?