Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411275 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 10:14:43 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsMMO Strategy Game (MMOSG)
Pages: [1]
Print
Author Topic: MMO Strategy Game (MMOSG)  (Read 2271 times)
Wendelstein
Level 0
**



View Profile
« on: March 20, 2020, 01:54:10 PM »

Massively Multiplayer Online Strategy Game
This game is a 3D MMOSG with an large open world where the players can build their empires and wage wars against each other. To expand your empire and defend it or attack other players you first need to secure resources. To do that you have to manage your citizens and build production buildings.

Dev Log on Youtube:



Buildings:
  • Castle
    The castle is placed by the player at the start of the game and serves as a starting point. It generates X amount of resources (Wood, Stone) and provides shelter for X units. If the number of citizens fall below this value then the castle generates a new citizen every X time unit.
          
    Furthermore the castle provides storage for X Amount of Wood, Stone and Iron.
    If all castles of the player are destroyed than he looses the game.

  • Settlement
    A Settlement provides shelter for X amount of units. It also generates a citizen every X time unit.

  • Mill
    The mill provides X amount of food. But it does NOT generate it every X time units. Moreover a unit consumes 1 food. According to this one mill can support a fixed amount of units.

  • Lumberjack
    The lumberjack produces wood every X time units. Has to be run by a citizen.

  • Quarry
    The Quarry produces stone every X time units. Has to be run by a citizen.

  • Mine
    The Mine produces iron every X time units. Has to be run by a citizen.
  • Storage
    The castle only has a limited storage. Therefore the player needs to build storages to be able to have more resources.
  • Road
    Roads reduces the travel time.
  • Barracks
    The player can send a citizen to the barracks to transform him to a soldier. For this process iron is required.
  • Wall
    Walls increase the defense.

Map:
The map is a large open 3D World where players can build their empires and if the borders of empires collide then war will be inevitable.


Units:

  • Unit (Citizen, Soldier):
    A unit can be moved over the map. If the unit is placed on a cell which does not belong to the players empire then the cell becomes a part of the players empire.
  • Citizen:
    A citizen lives in a castle or a settlement if enough space and food is available. He can be used to run a lumberjack, quarry, mine or mill. Furthermore he can be trained to a soldier by sending him to the barracks.

  • Soldiers:
    A soldier can be used for attacking other players or for defense.
   

Border:
The border marks the empire of the player who can only build inside his empire. Therefore he has to extend his border by sending units to adjacent cells to claim them.


Biomes:
There are multiple biomes with different properties.
  • Mountains
  • Plain
  • Forest
  • Desert
  • Ocean

Release:
The game is supposed to be released on Pc as well as on mobile devices.

Tools:
Java
libGdx
Android Studio
IntelliJ
MySql Workbench
Blender
MakeHuman
Maximo

Roadmap:
« Last Edit: November 08, 2020, 12:09:32 PM by Wendelstein » Logged
Wendelstein
Level 0
**



View Profile
« Reply #1 on: March 20, 2020, 01:56:12 PM »

Latest Dev Log #21 (16.03.2020)



Logged
Wendelstein
Level 0
**



View Profile
« Reply #2 on: March 29, 2020, 03:03:51 PM »

Latest Dev Log #22 (30.03.2020)

Changelog
  • reworked a lot of the underlining system
  • excessively documented the code
  • improved the construction gui
    • preview of that building appears which can be dragged over the terrain
    • if (preview)building not placeable then it is shown in red
  • started to implement an efficient synchronization system for multiple clients and the server

For a more visual dev log you can watch the dev log below.





I am eager to hear some feedback or ideas, just comment (even a + or - would be enough^^). Or do you want to know something else about the game or about the underlying system? I am happy to share.  Smiley

« Last Edit: April 13, 2020, 12:58:07 PM by Wendelstein » Logged
Wendelstein
Level 0
**



View Profile
« Reply #3 on: April 13, 2020, 12:54:39 PM »

Latest Dev Log #23 (13.04.2020)

Changelog:
  • New castle model
  • New house model
  • Improved chunk system
    • Borders, buildings and units will be loaded or disposed if player enters or leaves a chunk
    • All actions are now synced for all players in the same chunks
      • Moving units
      • Assign or revoke units (to/from a building)
      • Construction of buildings


For a more visual dev log you can watch the dev log below.





Logged
Wendelstein
Level 0
**



View Profile
« Reply #4 on: April 26, 2020, 04:23:50 PM »

Latest Dev Log #24 (26.04.2020)

Changelog:
  • Added more details to the house model
  • Made some new tree models
  • Created a roadmap which shows the further development process of the game up to the completed game (Not yet complete)

Roadmap


For a more visual dev log you can watch the dev log below.





« Last Edit: August 09, 2020, 03:34:07 PM by Wendelstein » Logged
Wendelstein
Level 0
**



View Profile
« Reply #5 on: June 13, 2020, 04:59:20 PM »

Latest Dev Log #25 (13.05.2020)

Changelog:
  • Implemented Cascaded Shadow Maps
  • Created a tool to:
    • optimize Models
    • export the models to a binary file
For a more visual dev log you can watch the dev log below.





« Last Edit: August 09, 2020, 03:34:31 PM by Wendelstein » Logged
Wendelstein
Level 0
**



View Profile
« Reply #6 on: August 09, 2020, 03:37:14 PM »

Latest Dev Log #26 (10.08.2020)

Changelog:
  • Implemented a new terrain generator
  • Implemented Instanced Rendering for:
    • rendering grass
    • rendering trees
    • rendering other repetitive objects
For a more visual dev log you can watch the dev log below.





Logged
Wendelstein
Level 0
**



View Profile
« Reply #7 on: August 15, 2020, 02:25:48 PM »

Latest Dev Log #27 (16.08.2020)

Changelog:
  • Implemented a Strategy Game Camera Controller

For a more visual dev log you can watch the dev log below.





Logged
Wendelstein
Level 0
**



View Profile
« Reply #8 on: October 04, 2020, 11:24:01 AM »

Latest Dev Log #28 (04.10.2020)

Changelog:
  • Construction Gui
  • Grass removal if build upon
  • Resource Overview Gui
  • "Block Claim" of multiple cells
  • Building Preview
  • Road system

For a more visual dev log you can watch the dev log below.





Logged
Wendelstein
Level 0
**



View Profile
« Reply #9 on: November 08, 2020, 12:06:53 PM »

Latest Dev Log #29 (08.11.2020)

Changelog:
  • Normalmaps for the Terrain
  • Normalmaps for the Buildings
  • New Mill Model
  • Wall System

For a more visual dev log you can watch the dev log below.





Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic