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EveronWorlds Alpha Test Stage 1

by John "Mythic" Henry · 02/21/2014 (7:44 am) · 10 comments

10+ years later and I decided it was time to just go for it.
So its officially announced and open for Alpha Testers.

And yes, it is a MMOFPS.
Home Page: https://www.everonworlds.com
Current temp name: EWFps Online

Very rough as is appropriate for an Alpha Test. Using 4 duplicated maps just for testing.
The fun part was the Updater Application I wrote for it. I used the original open source
Patch and Diff programs and implemented my own C# interface for a Diff and Patch application.
Only the Patch application is distributed with the Client. The Client doesn't currently run
the server side but I left in the ability for an added feature I plan to implement later.

I'm using my own Master Server implementation. Feel free to pop in and check the site.
No screenshots yet, as I am the sole developer on this at the moment, it is keeping me very busy lol


#1
02/21/2014 (7:53 am)
Sounds like a cool game! Any picture or a little movie would be nice, but maybe I just don't find it :)
#2
02/21/2014 (1:19 pm)
I registered and will try out the game John Henry.
#3
02/21/2014 (1:24 pm)
Ill do some screenshots when its worth it lol
At the moment its very rough. As Im now adding in alot of the work Ive done over the years into the latest t3d. Taking a bit of work especially
as now I have to keep close track and produce patches with any changes :)

I'm doing a patch right now.. Just get the first proper version up and now
a patch 2 days later... Long process
#4
02/21/2014 (2:25 pm)
Figured I'd better tweak the tree branches. I'm always forgetting to
fix some of the materials in Sticks n Twigs that end up not showing
properly. One of these days, gonna have to hire an artist to go through
and "Fix" all that art work I've bought over the years..
#5
02/22/2014 (8:23 pm)
John@ It's great to know there are still lots of us out here, plugging away on our pet projects. Its the journey, not the end that matters.

If the "fix" just involves tweaking the materials.cs files associated with (said art, such as S&T) ... then I see no reason (us) owners of the artwork couldn't share the corrected materials.cs files.

Personally, I have about a TB of "purchased" art and keep the originals ... and a work in progress copy, that is updated to work properly in Torque.

Common things like no materials.cs included ... or textures appearing transparent (or not when they should) are common examples.

And that is just static objects ... all the animated ones have a whole slew more of tweaks that need done before its truly "plug and play".
#6
02/23/2014 (3:09 am)
Yep, the downside is the tweaks are dependent on the version of Torque
in most cases. This one tho is a simple one involving the material.cs
singleton Material(DefaultMaterial77)
{
   mapTo = "RRGTS_branch006";
   diffuseMap[0] = "art/shapes/trees/RRGTS_branch006";
   normalMap[0] = "art/shapes/trees/RRGTS_branch006_NRM.png";
   specularMap[0] = "art/shapes/trees/RRGTS_branch006_SPEC.png";
   translucent = "1";
   translucentZWrite = "0";
   alphaRef = "150";
   specularStrength[0] = "0";
   translucentBlendOp = "None";
   alphaTest = "1";
};

Primarily this spot:
translucent = "1";
   translucentZWrite = "0";
   alphaRef = "150";

Otherwise the branches become transparent to view when looking at them
up into the sky...
#7
02/25/2014 (3:26 am)
I like what I see I'll have to check it out, Also I will like to get some info on how U setup your Master Server can U E-Mail me at tbarlow550@gmail.com maybe we can chat if U don't mind and have some time again looks Great keep it up

Terry
#8
02/25/2014 (3:58 am)
Glad to hear it. The master server is a custom job using Tcp connections for both the client and game servers. (Both connect to the master server). That said, it is specific to this game design and would not convert that easily to a Match making system as most fps games use, at least not in its current state.

To give you a bit of an Idea where to go with a Master server:
I pruned out all unnecessary code (game play code, graphics and that) and then using just the networking and scripting layers created a master server from the base t3d engine... That made it alot easier to connect the game servers and clients to it.

I won't give out the code at this time as that would open it up to make hacks too easily. So I'm not going to be able to give you or anyone else full source access at this time. If its a flop I will look at making a resource or package of it and the Patcher system I created from scratch as well.
#9
03/15/2014 (10:18 am)
There is a short demo video now, its not the latest, working on that now.
There is also alot of information getting updated in the open sections
of the forums and a blog I am starting to maintain onsite.
#10
05/20/2014 (12:13 pm)
A bit of a short update here..
I had thought the New UE4 release was going to kick butt.
It does and it doesn't. It works, and what works, works well.
Then you run into things like, the dedicated server can be compiled
but not from the base release, you need the source. Then with other
missing information, I finally was able to at least get it compiled.
It also has heavy locks on naming conventions and adding art work.
They are using binaries files for all things added to the game
design process which then also gets 'packaged'. This puts a heavy
crimp on the development process with issues still occurring.

At this time I decided it was going to take too long to get up to
speed on it AND get it to the same state with a dedicated server system
that I already have working with T3D. So I have returned to work with
T3D.

The only real Bonus was the ease of bringing in and getting art work
to work together. WHen it goes in okay, it is far easier to get things
working together, no doubt there.