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September 02, 2014, 08:40:20 AM
TIGSource ForumsFeedbackDevLogsBarony: First Person Multiplayer RPG, Playable Alphas!
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Author Topic: Barony: First Person Multiplayer RPG, Playable Alphas!  (Read 5266 times)
SheridanR
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« on: October 15, 2013, 04:04:49 PM »



Barony is a 3D, first-person RPG featuring cooperative multiplayer, dungeon-crawling mechanics, roguelike elements, and real-time action. Graphically, it resembles the old first-person dungeon crawling games of the '90s, specifically Ultima Underworld and Daggerfall. Gameplay-wise, it mixes the style of the aforementioned games with things like Nethack and Spelunky. The end result is an experience that is as unique and interesting as it is just plain fun.

The goal of the game is to destroy an undead lich named Baron Herx, who terrorized the world above in a previous life and is now holding out in a vast subterranean complex known as the Devil's Bastion. The game fully supports cooperative multiplayer for up to four players, meaning you can experience this adventure by yourself or with a few friends over LAN or the internet.

The game's website can be found at http://www.baronygame.com/. As we develop the game we will release bi-weekly alpha demos of the game which will give you a taste of what we have planned for the full version, so check it out! And when you're finished, stop by our official forums and post about your experiences. We'd love to hear about your impressions on the game and, if need be, answer any questions you have about the game as well.



Screenshots:







Videos:

July '14 Trailer:
http://www.youtube.com/watch?v=hC4sI2wCfLo

Downloads:

On our website.

All questions, comments, concerns, and criticism is welcome. Thanks for your time!
« Last Edit: July 05, 2014, 09:11:02 AM by SheridanR » Logged

benexclaimed
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« Reply #1 on: October 15, 2013, 04:06:58 PM »

I know approximately zero things about games development, but this looks/sounds terrific.
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Whiteclaws
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« Reply #2 on: October 15, 2013, 05:16:11 PM »

I know approximately zero things about games development, but this looks/sounds terrific.

*Punchs a Goblins* , LEVEL UP

Dis luks Biutiful

Altho , I don't like the 3D voxel models for what the player is holding
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Polar bears are fun ! * Mah Blog *
ArsenioDev
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Pic Y u no change?


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« Reply #3 on: December 07, 2013, 07:55:32 AM »

Barony is a first-person multiplayer action RPG with many rogue-like elements, including (mostly) random dungeons, easy death, and discovery mechanics. That's a broad description of the game. A simpler and perhaps more evocative description is essentially, "Ultima Underworld, with multiplayer and lots of rogue-like stuff" because frankly, the game evokes Ultima Underworld's feeling quite a bit.

The game engine that I'm using was invented by me and is being written simultaneously to the game. Though the graphics are simplistic, the pipeline for developing content is very simple and I hope to leverage that to create a fair amount of unique and interesting content for this game.

There are currently over 10k lines to the project's code base, plus a couple hundred model and image files.

OPEN FOR HELP WITH GAME'S DEVELOPMENT. If you're interested, feel free to check out my ad on gamedev.net. It will be fun!

Screenshots:





Engine features:
  • Supports any resolution (in this case set to 640x400 for design purposes)
  • Written completely in ANSI C.
  • Cross-platform design. (tested building on Linux and Windows; should also build fine on Macs)
  • Intuitive level editor; also cross-platform.
  • 3D raycasting and 2D drawing modes.
  • Multiple 3D views.
  • Raycasting supports textures on all surfaces.
  • Fast texture mapping.
  • Voxel models to represent all entities.
  • Voxel models can be fully moved and rotated along three axes.
  • Networked multiplayer for arbitrary number of players (in this case, max is 4)
  • Random dungeon generator
  • Accurate collision detection (AABB)
  • Very basic 3D sound engine (distance, direction).
  • Software based graphics using SDL library.
  • Many other insignificant things.

Screenshot of map editor:
http://i.imgur.com/JFzaGFj.png

Please comment and raise suggestions as you see fit. I want to see this game finished, and constructive criticism and encouragement go a long way to making sure that happens.
Added this to my watch list! :D i am a sucker for first person RPGs and even better it runs on MAC! :D thank you sire!  Toast Left
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Whats this do? *presses button* oops.....there goes the rockets.....
Connor
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« Reply #4 on: December 07, 2013, 12:25:11 PM »

theres a game out there called "delver" which is almost the exact same as this.
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Firearrow games
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
SheridanR
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« Reply #5 on: December 08, 2013, 12:13:49 PM »

theres a game out there called "delver" which is almost the exact same as this.
Hmm, I had never heard of Delver until now. It looks pretty neat though! Hopefully Barony will be able to stand on its own merits. I don't think Delver has multiplayer - but this game does! Grin

Added this to my watch list! :D i am a sucker for first person RPGs and even better it runs on MAC! :D thank you sire!  Toast Left
No, thank you for the support! Beer!
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Hipshot
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« Reply #6 on: December 09, 2013, 03:33:44 AM »

Looks cool, been thinking in the same line for a while.
Make it right and it will be a hit - remember, coop is a seller, especially if it's like this.
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KingKyuss
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« Reply #7 on: December 09, 2013, 05:47:26 PM »

Reminds me of some of Ken Silverman's work, it would be awesome to have a build of this just as soon as it's barely playable.  Grin
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Manboobs
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« Reply #8 on: December 09, 2013, 06:08:07 PM »

I like this. I'm getting an Ultima Underworld vibe here, which is good. I think this could be a lot of fun. I would suggest a palette change and choosing a different font (to something low res, so it matches up with the playfield better), but I'm sure your artist will take care of those things when you find one.

Also:

Quote
  • Written completely in ANSI C.
This touches my old school programmer heart.  Gentleman


theres a game out there called "delver" which is almost the exact same as this.

And Delver is almost the exact same as about a hundred other games. What's your point?
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MrDaaark
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« Reply #9 on: December 09, 2013, 07:47:04 PM »

Reminds me of Nightmare 3D, with the old point and click hero Hugo. I think the ceilings are too low. It looks like everyone is 3 inches away from hitting their heads.
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SheridanR
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« Reply #10 on: December 10, 2013, 03:04:01 PM »

Thanks for the feedback, all of you! I seriously appreciate it.

I've updated the OP, as I've located a talented artist who's enthusiastic about contributing to the project. Smiley

Reminds me of some of Ken Silverman's work, it would be awesome to have a build of this just as soon as it's barely playable.  Grin
It's actually been "barely playable" for a couple months, but being barely playable really means that it's only barely interesting. I don't intend to release any playable demos until we have something notably fun for you to play with.

I like this. I'm getting an Ultima Underworld vibe here, which is good. I think this could be a lot of fun. I would suggest a palette change and choosing a different font (to something low res, so it matches up with the playfield better), but I'm sure your artist will take care of those things when you find one.
Thanks for the advice. The art direction in general has been very haphazard and aimless up to this point, but having found an artist I'm confident we'll see some improvement in that direction soon enough.

This touches my old school programmer heart.  Gentleman
Ha ha. To be honest it was probably a teensy bit of a crazy choice in an age where C has been eclipsed with languages that actually support things like classes and objects, but I still admire C greatly for its strict and simple design philosophy and am more comfortable working with it than any other language.

It looks like everyone is 3 inches away from hitting their heads.
I actually get that a lot. The truth is that the walls are 32 map units tall, the player is 24 map units tall, and the player's eyes are 22 map units from the ground. Building regulations where I live dictate that minimum ceiling height is eight feet (2.4 meters). If you're six feet tall (1.8 meters) you're at the same ratio of character height to room height as the game is.

However, since so many people have complained about it, I'll reconsider making the rooms taller.
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SheridanR
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« Reply #11 on: December 10, 2013, 03:24:30 PM »

Also, for those interested: I was interviewed about Barony a few days ago by IndieGraph, the blog about indie game news. Click here to read it!
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Connor
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« Reply #12 on: December 10, 2013, 08:56:59 PM »

multiplayer support will be a pretty huge improvement on this kind of game Tongue i havent heard of that kind of thing in an ultima inspired game. pretty cool! it all looks pretty awesome as well.
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Firearrow games
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
MrDaaark
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« Reply #13 on: December 11, 2013, 12:27:16 AM »

I actually get that a lot. The truth is that the walls are 32 map units tall, the player is 24 map units tall, and the player's eyes are 22 map units from the ground. Building regulations where I live dictate that minimum ceiling height is eight feet (2.4 meters). If you're six feet tall (1.8 meters) you're at the same ratio of character height to room height as the game is.

However, since so many people have complained about it, I'll reconsider making the rooms taller.
You get lots of complaints probably because your ratios are off. You're using real world ratios to justify it, but your characters are not using real world ratios. So the comparison is off.

Your characters are about 3 heads tall, when the ideal proportions for 'real life' is 8 heads tall. Google image search '8 heads tall' to find some good reference for that. Also, you aren't maintaining the ratio in your objects, monsters, or textures. So everything appears off, and you end up with an awkward squashed look.

I realize it's still early on, but you shouldn't mix high and low pixel densities like you are. The pixel density in the game world and the HUD should match.
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SheridanR
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« Reply #14 on: December 11, 2013, 12:52:41 PM »

You get lots of complaints probably because your ratios are off. You're using real world ratios to justify it, but your characters are not using real world ratios. So the comparison is off.

Your characters are about 3 heads tall, when the ideal proportions for 'real life' is 8 heads tall. Google image search '8 heads tall' to find some good reference for that. Also, you aren't maintaining the ratio in your objects, monsters, or textures. So everything appears off, and you end up with an awkward squashed look.
I see. I'm not an artist, so I wasn't aware of this. Thanks for explaining it! And like I said, as the art gets a face lift, redoing the world proportions and camera position is something that will certainly be done.

I realize it's still early on, but you shouldn't mix high and low pixel densities like you are. The pixel density in the game world and the HUD should match.
Good catch. I hadn't thought about the pixel density of the HUD since I first scraped it together a month or two ago. I've made a note of this.
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