Rise of Heroes MMORPGRTS

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a_releg
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Re: Rise of Heroes MMO

Post by a_releg » Wed Nov 25, 2009 1:34 pm

keep at it James!
good to see progress.
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Lord LoriK
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Re: Rise of Heroes MMO

Post by Lord LoriK » Tue Dec 15, 2009 1:52 pm

20 days with no update...

Are you still working on it, James? I hope you are!

Good luck and best wishes! :D
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Re: Rise of Heroes MMO

Post by James Proctor » Mon Dec 28, 2009 1:47 pm

Sorry for no updates. I am not sure if these forums are the best place for updates anymore. Yes I am still working on Rise of Heroes. However I have decided to use Multiverse. There are some things about Multiverse I hate such as the fact that the client uses Axiom instead of the latest version of Ogre. However there are also some things I love about it. The fact that I can work on game logic right from the start and not have to worry about the engine. With Server and client plug-ins and scripting you can pretty much do anything you want. The team working on RoH has grown to 8+ members and we are broken into 2 devisions. We have 1 lead for the whole Game asset department (Models, Concept art, 2D art, Music, ect) and I am the lead for the Programming devision (Scripts, Plug-ins, client development, Database management and development, ect).
If I am allowed to keep posting Updates here then I will do so but since I am now using Multiverse I am not sure what the policies here are so if I am not able to post updates any more then a mod can go a head and lock this thread. Thanks!
James Proctor
RoH Lead Programmer
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Re: Rise of Heroes MMO

Post by jacmoe » Mon Dec 28, 2009 10:33 pm

Multiverse is a good choice for a MMO. :)
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Re: Rise of Heroes MMO

Post by James Proctor » Tue Dec 29, 2009 1:22 am

Like I said in my latest post in the Player demo thread we might revive our own engine and see about finishing that. There are positive and negatives to using our own engine just like there are for using Multiverse. Multiverse is like never updated any more. We were promised updates every 6 months yet we still have the same version we had over a year ago. Using our own engine we wouldn't have to wait for some updated feature like physics we could just add it our selves which would mean less time just waiting around.
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Re: Rise of Heroes MMO

Post by jacmoe » Tue Dec 29, 2009 1:48 am

Okay. Why not IndieZen?
Tony Richards has a MMO to do, and that's basically what IndieZen started out as:
A replacement of the Torque MMO kit. Without all it's limitations.
I suggest that you check it out.
Seem to be just the perfect alternative to Multiverse?
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Re: Rise of Heroes MMO

Post by Kyle_Katarn » Wed Dec 30, 2009 8:05 am

James Proctor wrote: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
Hah, thats cool. Reminds me when I was working with Irrlicht, I did pretty much that for a raindrops particle emitter, only problem was that if I turned around, there would be a trail of raindrops behind me because I think I set the particles to live too long.
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Re: Rise of Heroes MMO

Post by James Proctor » Fri Jan 01, 2010 4:22 pm

Here is a small update. We are back to creating our own engine. This will be our last change in what Engine we use so from here on out we should be good to go. Our goal is to have a small basic Prototype running with in 6 months. The prototype will include combat, walking around, chat, and maybe more if we get those things done sooner then expected. We are rewriting the server. We are going with a Java Server with the C++ client. We have run into a few problems with getting our Raknet Java bindings working but we are slowly making progress on them.

Here is a piece of Concept Art that we have done:

Image

And a screenshot from our client when we were trying to compare Multiverse's graphics to our own graphics:

Image
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Re: Rise of Heroes MMO

Post by Kyle_Katarn » Fri Jan 01, 2010 5:34 pm

Very nice. Are there many benefiets to using Java as your server base rather than C++?
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Re: Rise of Heroes MMO

Post by James Proctor » Fri Jan 01, 2010 5:39 pm

I am not the Java Programmer but from what I have heard Java is much more suited for Servers and can be Load Balanced better then other types of servers but that is just what I have heard. The main reason for us choosing Java over C++ is that our other programmer is a professional Java programmer and for his day time job he programs Java Server software so he is working on the server while I work on the C++ Client.
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Re: Rise of Heroes MMO

Post by SirGolan » Fri Jan 01, 2010 7:39 pm

This is totally a shameless plug, but you could also consider using MV3D. You'd still need to implement a combat system to hit all the features you mentioned for your demo (MV3D doesn't include any game logic). MV3D is released under the MIT license and the client currently uses Ogre 1.6.1 (and is backward compatible). In the next release, I intend to upgrade to the latest version that Python-Ogre provides at the time.

The current state is still alpha; however, it is very close to beta. While this means there are many niceties missing and a major feature or two still unimplemented (pathfinding is one), the core foundation is all there and fairly locked down. In SVN trunk today, you get a scalable server that lets you distribute your world across multiple systems, a client with some basic built in world editing capability (terrain, grass, placing objects), and the ability to quickly create a basic world that multiple people can log in to, walk around in, and chat.

In any case, it may be easier than writing your own server from scratch even if you have to wait for some features or implement them yourself.

Mike
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Re: Rise of Heroes MMO

Post by James Proctor » Sun Jan 03, 2010 3:28 am

Thanks for letting us know about your engine however we have tried so many engines that we feel it is just time to create our own engine where we can add what features we need with out depending on any one else. This way if the game fails we have no one to blame but our selves.

Another update on the Server. We have gotten the server up and running. We have yet to create the update methods that will allow the server to listen and respond to messages being sent to it however a client can connect to the server. This is a Huge step in moving forward with our Java Server and at this point things still look good for us to have our Prototype running with in 6 months. At that time we will have the server online and will be ready for our first round of stress testing.
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Re: Rise of Heroes MMO

Post by James Proctor » Mon Jan 04, 2010 11:36 pm

Here are some new Water screenshots still a WIP!
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Re: Rise of Heroes MMO

Post by James Proctor » Fri Jan 15, 2010 4:40 am

A Little update on the client. I had been planning on creating a new client from the ground up however at this point I am continuing to integrate new components into the Player Demo 2 and rewrite the code as needed. I have just finished integrating a non-linear State Manager into the client which will allow us to add more States and display them in a non-linear fashion.

Also our New Java Server is coming along nicely. We have developed a plugin system for the server. We still have some more hurdles to get over with the server but so far everything seems to be on track for our first public prototype release in June.
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Re: Rise of Heroes MMO

Post by rogerdv » Sat Jan 23, 2010 5:36 pm

Can you post more frequently in twitter? It is a good place to post updates.
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James Proctor
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Re: Rise of Heroes MMO

Post by James Proctor » Mon Jan 25, 2010 7:02 pm

Yeah I can try to. I haven't been on there for a while though so not sure I can remember my pass! lol
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Re: Rise of Heroes MMO

Post by James Proctor » Tue Jan 26, 2010 12:04 am

Our MMO Engine which will power Rise of Heroes: Online will be opensourced under the GPL license with in the coming days. This includes our Java based Server and our C++ Client. The switch is the result of a change in Networking libraries from Raknet to the ICE (Internet communications engine) which is released under the GPL license. We also feel that opening our engine up to the opensource community means that we can have more people working on adding new features which means new features will be added faster.

the game Rise of Heroes however will be released under a dual license the engine under the GPL license and the game assets under a closed sourced license so that multiple copies of Rise of Heroes will not be popping up on different servers. The free MMO Planeshift adopts this same method.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor » Tue Jan 26, 2010 7:52 pm

Ok we have a public SVN setup on Sourceforge.
https://sourceforge.net/projects/interactiveopen/

How the client will work is that I am developing a Client API which consists of a bunch of different dlls which implement the different things a client will need. We will have a example client available for download however it will be up to each development team who uses the engine to create their own client using the client API. The engine will also be dual licensed. If you use NetworkManager.dll then your client must be released under the GPL license however if you want to make a single player game using our client API and you do not use NetworkManager.dll then it will be covered under a different license. At some point we will add in AI, Physics, ect to the client API so you could use it for a single player game however since with a MMO all of that is done server side those really aren't at the top of the list of things to do. If a team does not want to use ICE for their Network then it is possible to create a 2nd client side network manager using for example Raknet and then create a server network plugin which uses Raknet instead of ICE. However to start with it will only officially support ICE for Network. In the event that a team decided to use a different Network library the engine will be covered under the LGPL license. The plugin you create for the network and the NetworkManager.dll you create for the client API will have to be released back to the community but your client code will be able to remain closed sourced.

The server uses Plugins to implement the different game logic so once we get further along we will add a directory listing to the engine's website which will list the different plugins that have been created. I haven't decided yet how they will be grouped. We could group them based on the setting they were meant for such as all the plugins that were designed for a fantasy style MMO will be grouped and then all the plugins meant for Scifi space MMOs will be grouped ect. Another way they could be grouped is based on the features they add. Such as all the guild plugins would be grouped, all the combat plugins would be grouped, communication plugins grouped, ect. Or a 3rd way is having them grouped both ways and let the user decide which way they want to view the listing.

This directory will allow development teams to search through the listing of plugins picking and choosing the best plugins for their game. The plugin code will all be opensourced so after adding these plugins to the server the team will be able to adapt them for their needs. If enough teams are willing to help out with this then our aim is to be a cutting edge MMO Engine for the indie developers. WIth enough plugins being added a team could get a prototype up and running in under 6 months and have a better shot at completing their game but not only completing it but completing in far less time then the normal successful indie MMO takes now.

However this engine will NOT allow just any one to make a MMO. MMOs even using this engine will still take a team of dedicated people. We do not provide a design document, we do not provide any game assets, we do not provide the leadership needed, and we do not provide the dedication needed. We ONLY provide the tools to allow a Indie team to succeed.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor » Sat Jan 30, 2010 3:26 pm

Here is a small update on the Game Asset side of Development.


A small Dev Blog posted by Bjorn (Game Asset Lead) on our official forums:

Hey,

I just thought some people might be interested in a small update and the introduction of the art team.

First of the current members of the art team are:

Bjorn - 2D Artist and Lead artist
Jenny - Concept Artist - http://www.znuese.deviantart.com/
Kierston - Concept Artist - http://www.demongoddess.net
Craig - 3D Artist - http://kragvile.blogspot.com/
Jan - 3D Artist
Jack - 3D Artist

Now the only ones who were in the art team a few days ago were me and Jack, so that's why there isn't a lot done so far. However right now Kierston is working on some designs for our prototype, and Jenny on Elementals (high-level almost god like rock enemies that are a really big part of this game, but you won't get to know why just yet) those 2 drawings will probably be complete in a few days.

Currently Jack is the only one on 3D team who has a task, Jan and Craig will begin working on some stuff in a couple days.
Jack is modeling the Female model which will be used as a base, then later on we will make many variations of it for the avatar customization, f.e different kinds of hair, clothing, and faces, eye, hair and skin color.

My next update should be in a few days and then I will probably have some images to show you.

Some Concept Art:

Image
Image
Image

Now before I continue with an update on our tech progress I would like to take a moment to thank our whole Game asset department who is doing a wonderful job. I hope we can continue with the dedication and get a great game released in the next few years. We still have a long road ahead of us but we are making progress and I have faith in the entire team.

Now for an update on our engine.

Since I am the Lead Programmer for the Client API I will start the tech update there. Progress is being made with the Client API. I got the most common Ogre3D startup methods wrapped up into a basic Rendering Engine and I was able to make a very simple Demo showing the day/night cycle using Caelum. I have also started working on a Procedural Terrain Engine for the client which I will have some screenshots from with in the next couple days.

Mark is working on the server is making alot of progress with the server framework. We have authentication working between the server and a test console client. The Plugin framework is coming along nicely and is working with in the Server. We have started creating some plugins and they are working with no problems so far.


Here is what we are currently looking for:

The art department could still use help in all areas. At this time however what we need the most for the art department are some texture artists and animation exerts.

For the tech department Mark needs some one with JTA experience to help him with the transaction manager. He could also use some people with general Java experience to help speed things along.

I could use some more C++ programmers to help with the client API. Ogre3D experience would really be helpfully.

If you have both Java and C++ experience then that would be even better!

Well we still seem to be on track for our June 1st release date of our first prototype so we will have more updates as time progresses.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by janpec » Sat Jan 30, 2010 9:24 pm

Hey James. I am new 3d modeler at team Jan i have read this whole topic and i just have to say very nice work and good progress. Defenetly one of mine most advanced projects i have worked on. Good to be part of this team.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by bjornaudunn » Fri Feb 05, 2010 5:06 pm

Hey everybody,

My name is Bjorn and I am the Art director of Rise of Heroes. For the last couple days the game has been making a huge progress (at least in the art department) and we finally have a team that is large enough to release our first prototype this June. Anyways I really wanted to drop by and introduce the "everchanging" art team :lol:

Art team:

Bjorn: Art Director
Kierston: Concept Artist
Jenny: Concept Artist
Jack: 3D Artist
Craig: 3D Artist
Jan: 3D Artist
Eonblue (haven't had the pleasure of hearing his real name yet): 3D Artist

Also, here is a link to the Rise of Heroes developer's diary (well, at least my diary) which is regularly updated with a post on how everything has been going and sometimes some images are included.

http://riseofheroesmmo.com/forum/viewtopic.php?f=2&t=41

I have already released 2 updates, and plan on continuing writing there until the prototype is released. Soon we are aiming to release a big update which will include more images and info than before.

So please check it out and tell us what you think.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor » Wed Feb 10, 2010 6:03 am

Heres a little update. We now have Logging in, Character Creation, and Character selection all working flawlessly on the server. Account information and Character Information is all saved to a mysql database. Also our new client is coming along nicely. Included here are 2 screenshots. The first shows the splash screen for our first prototype. The 2nd shows our work in progress Character creation screen. Comments and suggestions on any part of Rise of Heroes is always welcomed either here or on our forums.
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by a_releg » Wed Feb 10, 2010 10:02 am

good progress :)
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Re: Rise of Heroes MMO - Interactive Engine is now GPL!

Post by James Proctor » Wed Feb 10, 2010 2:51 pm

Thanks. We will be having a major update coming out with in the next couple weeks containing a ton of information, Videos, screenshots, concept art, ect. So keep watching for that. Also today I will be posting a video of the day/night cycle using Caelum and the new Terrain component. Looks really good I think!
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