This project has started off just a week. It’s a pure Java RPG framework and later one or more games are to be implemented in it. It’s opensource with LGPLv3 license.
Latest release 2009 November 2nd.
The marketing bullcr@p :D “The project contains an evolving Role Playing Game framework and concrete game implementations. It is written fully in Java in the tradition of old school RPGs like Wizardry 7 and EOB. In the plans are OpenGL, AI, scripting, turn based combat, commanding a group of characters.”
Sourceforge project: http://javacrpg.sourceforge.net/
Dev blog for heads-ups: http://jcrpg.blogspot.com/
Sounds interesting! I'm assuming you'll be using jME to create your framework?
Will it handle realtime RPG's - rather than just turn based?
If you’re looking to add scripting to your jME based game I did a little work awhile ago on a simple scripting framework that let’s you use many of the scripting languages supported by Java 6 and JSR 223 .
jMonkey Engine Scripting
Hey ppl, thanks for your attention!
Yes, the 3D is using the power of JME.
Currently it is aimed at really classic RPG style, so the combat part which I will be implementing will aim at turn based tactics. But still, later on combat module/3d engine can be forked to be real time.
Thanks for the link on Scripting thing, I am very interested in such things, will look into it as it is a must in such a framework.
Right now I am working on the basics of 3D display, experimenting with JME and blender.
To understand better: The basic building parts of the world are cubes, the idea that fits into classic RPGs. The AI part and "mobs" will be lurking in this cubic world, all other (!! non graphical aspects too !!) elements are subordinated to this cubic space, like putting loot here and ther, scripting and such. It greatly dumbs down or simplifies things (choose which you prefer), and that is my goal too. Think of it much really like Eye of the beholder or Wizardry 7 with updated AI and such (if I or the later team get to it…)
cheers,T.
If interested, check the first snapshot release of the game at sf.net: http://sourceforge.net/project/showfiles.php?group_id=197331 . Cheers, T.
florian.privat said:
Looks nice :)
Did you add the bushes fractal based (realtime) on a repetitive base (saves a *lot* of memory and doesn't cost much cpu-power) or do you place the whole array in memory?
cheers
The later, I think! The grass is a lot of quads. :) Can you point out an example for fractal based addition of bushes? I am eager to read about it! Thanks!
looks very nice
Hehe, the demo video I requested pops up everywhere… Next time I won't be so lazy and check the sources out myself.
Looks nice
Did you add the bushes fractal based (realtime) on a repetitive base (saves a lot of memory and doesn't cost much cpu-power) or do you place the whole array in memory?
cheers
Thanks for the information! It may help me, I will consider it!
one more hint: of course you can also store for example values 0 to 9 instead of just 0 and 1 to create different densities of the flora (or whatever you want, rocks, gras, worms, ;)). You can then define a 10 meter ins square grid for density values for the whole map. Thus saving you 100 times (!) RAM! ((10/0.5)^2/(1/0.5)^2) have fun and please post a link of your progress if you use my idea
New pre-aplha test release again:
wow! that looks awesome!
Looks very promising… make HamsterOfDeath could be interested in it, for his hhexen game.
Thx ppl, glad you like it!
Crashes on my machine due to a old jME bug, I suggest you get a new build from CVS.
Momoko_Fan said:
Crashes on my machine due to a old jME bug, I suggest you get a new build from CVS.
What kinda bug? I will try to update when will have time. Thx for reporting!
EDIT: Is it the WaterRenderPass and BloomRenderPass shader crashing the game? Some tester reported it. Is it solved in CVS?
EDIT: Is it the WaterRenderPass and BloomRenderPass shader crashing the game? Some tester reported it. Is it solved in CVS?
That is the bug I am having. Yes it is fixed in CVS.