Rise of Heroes MMORPGRTS

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James Proctor
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor »

lol yeah I wanted to show what I have gotten done so far to some Church friends and didn't think it would be such a good idea to show it to them with a half naked guy as the avatar! lol

It really helps to speed things along once you have a solid dedicated fairly large team working with you. I can't say enough about the great job our whole team has been doing. Mark (Our Java programmer) has been doing a outstanding job on the server, Bjorn is doing a great job leading our Game Assets team, Jan, one of our 3D modelers, is doing a great job on some of the 3D models, All of our concept artists are doing amazing work on the concepts. The whole team is really working together to beat the odds. It isn't just me!

**EDIT: For any one who is thinking that we are still using the Player Demo v2 we are not any more. We are building a whole new client from the ground up. Some of the managers and systems I had created well we were using the Player Demo are being brought over to the new client but the core of the client is brand new and doesn't include any part of the Player Demo. This change is a result of switching our networking from Raknet to ICE (Internet communications Engine) and I figured it would be easier to create a whole new client instead of converting the old one over to ICE.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor »

For any one who might be interested in seeing what Caelum looks like with the new Terrain Component here is a short video showing off the day/night cycle in the Rise of Heroes: Online Prototype Client - http://www.youtube.com/watch?v=XMpFy-vXCCQ

The video is about 6 minutes long and features the music that will be used in our prototype.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by DanielSefton »

The terrain specular is way too intense. :) Add this:

Code: Select all

caelumSystem->getSun()->setSpecularMultiplier(.1,.1,.1);
How did you get the fog to work? The new terrain component doesn't support exponential fog :? Or did you change it to linear?
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor »

DanielSefton wrote:The terrain specular is way too intense. :) Add this:

Code: Select all

caelumSystem->getSun()->setSpecularMultiplier(.1,.1,.1);
How did you get the fog to work? The new terrain component doesn't support exponential fog :? Or did you change it to linear?
Is this the same as what you were trying to get me to do? mCaelumSystem->getSun()->setSpecularMultiplier(Ogre::ColourValue(0.1,0.1,0.1));

The way you said resulted in a error saying it didn't take 3 arguments. I then looked at what it does take and it takes a ColourValue.

Also do you have any other hints or tips on how to increase Graphic quality? We are shooting for some where in between WoW and Guild Wars for our graphics.

Heres a picture that we are using as an idea on how we want our graphics to look - http://www.game-stuff.com/collection/fa ... ion/39.jpg

I would love any advice on how we can get there from a programming standpoint.

Our models use Normal maps, ambient occlusion textures, and other techniques but currently I am not sure how to get them working in Ogre.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor »

I spent the day today starting on the in game GUI. Being fairly new to CEGUI this GUI is still a work in progress and will evolve alot over the next few months.

But after a days work here is what I have done:

Image
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor »

This has been a LONG time coming but finally about 5 years after I started designing Rise of Heroes our Release date for our first prototype is quickly drawing near. Rise of Heroes: Online Prototype #1 will be released June 1st 2010. Our whole Art department has been hard at work getting the art assets ready and will be finishing ahead of planned. On the technical side we are working on getting all the features planned for the prototype into place and we are making great progress.

There are some important dates coming up between now and June 1st:

March 1st 2010: The First build of the client will be available for download for our first round of testing.

Saturday March 6th - Our first planned Test the main focus will be to test out multiple connections to the server.

Saturday March 20th - Our 2nd test. The focus will be to test out World Chat and Movement.

Saturday April 3rd - Our first test of the PvP combat system.

All testing dates could change but as of now this is the time table we are looking at.

For the first round of testing Any one who has signed up on our forums by March 1st 2010 will be eligible to take part. All other testing times providing you are a member on the forum by the Monday before the test you will be eligible to take part in that weeks testing.

Hope to see you all on our forum and in game as we celebrate this milestone in the development cycle of RoH!

Website - http://www.riseofheroesmmo.com
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Re: Rise of Heroes MMO - NEW - Info about testing dates adde

Post by James Proctor »

Well I am really not sure what is going to become of Rise of Heroes. I have some very strong beliefs that I am not willing to compromise and certain aspects of where the rest of the team wanted to take Rise of Heroes would have meant compromising my beliefs. So for now development on the game has stopped. However I am still working on a MMO Engine on my own in my free time and I am hoping to have a demo released soon. I am using Raknet again for networking along with Raknet's built in Plugin Framework. So far I have 12 Plugins currently in development which I am hoping to have some what functional before any demo is released.

- AI Plugin
- Character Plugin (Session Management)
- Combat Plugin
- Communication Plugin
- Crafting Plugin
- Economy Plugin
- Guild Plugin
- Inventory Plugin
- Physics Plugin
- Quest Plugin
- Skills Plugin
- Weather Plugin

These will all be basic plugins for the demo. More advanced Plugins will be added after the demo's release.

Any other features you guys can think of would be helpful!
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Re: Rise of Heroes MMO - NEW - Info about testing dates adde

Post by James Proctor »

Ok well I rewrote the Player Demo 2's Server so it now uses plugins instead of having everything hardcoded into the server. Right now the Plugins are just header files inside the server project. I would like to have them as dlls at some point but at the moment I keep getting errors when I try to build the server. I am well aware that you should have a header and source file for each class but I am just testing the plugins at the moment so they are just with in a single header file for all 12 plugins.

I will be releasing my version shortly (with in the next couple days).
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Re: Rise of Heroes MMO - NEW - Info about testing dates adde

Post by James Proctor »

I have been working on the Quest Plugin still a long ways to go on it but here is example code for creating a new quest.

TimedQuest *timeQ = new TimedQuest();
timeQ->setName("The Great Escape");
timeQ->setDescription("A band of thugs escaped from prison. Will you help me round them up?");
timeQ->setObjectives("Kill or capture 5 thugs");
timeQ->setRewards("5 gold coins");

So far everything is Server side. I haven't started adding these features client side yet. Before I can fully get Quests working I need to work on the AI/mob plugin so there will be NPCs to give you the quests.
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Re: Rise of Heroes MMO - NEW - Info about testing dates adde

Post by Lord LoriK »

Interesting thing the quest plugin. How do you plan to implement checks to detect if the quest has been completed? Will it be rule based?
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Re: Rise of Heroes MMO - NEW - Info about testing dates adde

Post by James Proctor »

Lord LoriK wrote:Interesting thing the quest plugin. How do you plan to implement checks to detect if the quest has been completed? Will it be rule based?
Yes it will be rule based. For example the timed Quests will have a certain time limit that the quests must be completed by. If it isn't completed with in the time limit then the server will send a Message to the client letting you know that the time is up.

I have been working on the Guild Plugin and a RTS plugin which allows for RTS style building construction so far but will allow for other RTS style game play in the future.

So far Guilds can be created and City Halls can be created.

Here is a screenshot:
Attachments
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

Heres a couple more updated screenshots taking during the day!
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

I now have Mobs loaded through XML. We are one step closer to having a scripting language. While XML is not a Scripting language it allows us to add new NPCs and Mobs with out having them hardcoded into the server or client.

<Mobs>
<AI/>
<Mob name="Guild_Master" mesh="ninja.mesh" scale="1" SpawnX="2000" SpawnZ="2000" Behav="GuildMaster" />
<Mob name="John the Cook" mesh="ninja.mesh" scale="1" SpawnX="2120" SpawnZ="2120" Behav="Vender" />
<Mob name="Jason - Warrior" mesh="ninja.mesh" scale="1" SpawnX="2240" SpawnZ="2240" Behav="AI_Mob" />
<Mob name="Warrior Trainer" mesh="ninja.mesh" scale="1" SpawnX="2360" SpawnZ="2360" Behav="Trainer" />
<Mob name="Mage Trainer" mesh="ninja.mesh" scale="1" SpawnX="2480" SpawnZ="2480" Behav="Trainer" />
</Mobs>

On the server all the NPCs/Mobs get added to a std::map. When a player logs in The server sends a message to the client side AI Plugin telling it about all the NPCs in the region. The client then displays the NPCs. At some point I will have the server send the information for the NPCs in the general area of the Player but for now the client loads all the NPCs for the region (the region is 150000 units at the moment).

For a world editor I am using qtOgitor. I will be working on extending it with project specific plugins once I am to that point. Plugins I would like to develop include a database storage plugin that when loading a region in the editor will load the objects already in the database. Upon saving the region it will also save the new objects to the database. I am also interested in developing a networking plugin that will allow groups of people to work on world editing at the same time and allow each other to see what every one is working on. Kind of like Hero Engine's world editor.
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

Well here are some updated screenshots of my progress. Also our website has been updated.
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

Well I purchased a License for Particle Universe today and wow I must say I am impressed with how easy it is to get setup! This afternoon I was having fun playing around with the particle editor and testing out different Particles in the engine. At one point I had a tornado come through my village.

Now however I am getting down to business creating some spells. The first spell uses the Example Teleport particle script.
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Re: Rise of Heroes MMORPGRTS

Post by trnrez »

Those icons at the bottom look awfully familiar :P.

I like the teleportation effect you got going on there. Keep up the great work!
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Re: Rise of Heroes MMORPGRTS

Post by wacom »

trnrez wrote:I like the teleportation effect you got going on there. Keep up the great work!
He just copied that effect from the ParticleUniverse samples.

TBH, I don't even know why he is posting screenshots.
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

wacom wrote:
trnrez wrote:I like the teleportation effect you got going on there. Keep up the great work!
He just copied that effect from the ParticleUniverse samples.

TBH, I don't even know why he is posting screenshots.
You don't think anything I have posted is worth posting screenshots about? I guess according to you before you post screenshots you should have a completely polished AAA quality game. It may not be much but I am a single person working on taking the player demo from just a demo to a full blown MMO engine and whats even more is that I am teaching my self all this as I go. I am not a professional and prob. never will be but I think that what I have accomplished is pretty darn good so far. Is there room for improvement you better believe it but I am making improvements as I go.
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Re: Rise of Heroes MMORPGRTS

Post by wilson77 »

I really like those particle effects, I havent used Particle Usiverse myself. I think its somethng I will look at after seeing those shots(and the others on the wiki) and reading how easy it was for you to setup.

Looking good so far, Its quite easy to see the visual progress you have made( Congratulations, looks nice and clean ), but im sure there has been alot more done that cant be seen visually from sceenshots too. Its a shame this project was cancelled from the full-blown mmo that was planned originally, but these things happen, thats life unfortunately.

Best of luck continuing with your project. Dont give it up, you have at least one person quite interested in what you are doing :)
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

Thanks! There is alot that I have done on the server side of things that is impossible to show in screenshots. I am in the process of adding mysql database support and theres a whole plugin system that takes advantage of RakNets plugin system. I am also trying to add Python scripting support to the server and prob. to the client for things like GUI Scripts and things like that. So far the Python Scripts cause the server to be very unstable and crash but I just started adding it last night so it will be a process that takes time to develop.
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

Well here is another short update. I am in the process of getting the client ready for our Alpha 1 release. Slowly I am crossing things off my mental todo list and a very big one is just about ready to be crossed off. I have now added database support to the Authentication server. It now checks your entered username and password against the accounts in the database.

I was planning on releasing this more advanced engine as a demo however now that it has database support I think it has now grown beyond the demo stage to where it needs so many external things running that people won't want to use it as a demo. So at some point I might create a different one specifically for a demo.

My goal for alpha 1 is to have a single small region containing a village/city where players can obtain items and then the main focus of Alpha 1 will be PvP with a basic simplified combat system. At this point I am not sure if I will have a auto-patcher added by then or not. However updates to the client will be done as needed with major updates taking place every couple of months. Other things that will be in the Alpha 1 release include a basic path following AI system with NPCs walking around the city following their respective paths. That AI System is just about finished however there are improvements that I will need to make in order to decrease the number of packets being sent. I have not tested the AI System with alot of NPCs walking around yet. Right now I only have 2 walking around. Packets get sent at every way point however I will be changing it so that packets get sent every 3rd or 4th way point.
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

Another small update. I was unable to get Python added as a scripting language however I have gotten Lua working so now I am able to script Quests using lua but the client and server code to make those Quests work still haven't been added.

Here is a example lua Quest script:

testQuest = TimedQuest()
testQuest:setName('Test Quest')
testQuest:setDescription('This is a test quest to see if Lua is going to work!')
testQuest:setObjectives('kill 10 wolves and bring me back their hide!')
testQuest:finishLoading('Quest Plugin')
addQuest(testQuest)

As I further develop the Quest plugin I am sure the things that you can do in the lua scripts will change with new things being added.

My vision for what will be done with scripts include complete AI scripting for things such as large battles (mob vs mob battles) so the player is just working around and sees a large group of NPCs attacking each other. Something like that would make the world seem more alive like theres more going on besides the action the players create. The Player could then decide if he/she wants to join in or just keep moving along.

Up to this point I have been hard coding Objects into the client however now I am starting the process of moving those objects to the database and creating the server side Object Manager/Plugin which will be telling the client what to render. Making it possible to add new Objects with out recompiling the client all the time.
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Re: Rise of Heroes MMORPGRTS

Post by Lord LoriK »

Great stuff! I hope we'll see the alpha soon...
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Re: Rise of Heroes MMORPGRTS

Post by James Proctor »

I am sorry to have to let you guys know that we are no longer using Ogre3D at least for now.

I am tired of building client, Server, and tools when what I really want to do is be building a game. There for it came to my attention that there was another really good MMO Engine that just a week ago there abouts became opensource and so we are going with it so I can be working on Rise of Heroes: Online.

The engine we are using is called Nel. It was created to power the MMO Ryzom back in 2004. While it is a older engine the rendering engine uses DirectX 10 so the graphics are pretty good. Also where it is completely opensource a whole new client could be built using Ogre3D for rendering however at this time I am just going to be concentrating on the game.

Here is a Video of Ryzom so you guys can get an idea of what is possible with the engine:

http://www.youtube.com/watch?v=WyvsyPm- ... re=related

Here are some screenshots from our Development Server:
Attachments
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RoH2.jpg
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Re: Rise of Heroes MMORPGRTS

Post by jacmoe »

I think it is a very good idea! :)

And a very bad idea! :)

First:
A good decision to choose a MMO framework. That's really going to shave off a lot of time.

But:
I think it's funny that you chose NEL, and not WorldForge.
Especially since you were using the assets. :lol:

You do realise that WorldForge has the same things as NEL, and more?

And also:
WorldForge has a graphical client called Ember, which is indeed powered by Ogre. :wink:

So, to reap the fruits of your hard earned Ogre knowledge, why not have it all?
A good looking client powered by a familiar rendering engine, and a complete MMO framework?

Just my two cents. :)

Here's Ember:
http://wiki.worldforge.org/wiki/Ember


And one more thing, which may be important to you (or not) :
The WorldForge assets are available in the open Blender format.
Contrary to the Ryzom asset repository.

And, the best thing about WorldForge/Ember:

You still get to use this forum! :D

<edit>
WorldForge (in case you miss it):
http://wiki.worldforge.org/wiki/Worldfo ... m_Overview
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