Download link to the final version. In order to run it, do the following in command prompt/Mac OS X’s equivalent:
cd (game directory)
java -jar Lexicon.jar 0 “username” false
You can change the false to true if you want to record your gameplay (Locks framerate at 30FPS.)
Big(ish) announcement. I was browsing the code for this game, trying to find a way to enhance, and make it more efficient. Nothing was really right. All of the code is very messy, basic, and inefficient. At this point it’s more or less impossible to add new features, and when I do it only adds to the chaos.
So… being as this was my first project it was bound to come to this. I’m ending development on this strand of Lexicon. Not at all stopping development on the game entirely. This game is a huge part of my life because it’s been an idea I’ve had for a long, long time. I couldn’t have gotten this far withoutthis engine, the helpful people, and most of all this community.
BUT- I’m not just going to give up and make some new game. I’m going back to square one. I’ll be starting a re-write of Lexicon with the knowledge I have now, after nearly a year of work on this project. I’ll be re-writing with major emphasis on clean code, modular API, and multiplayer.
If anyone wants the final version of Lexicon as it is right now, PM me and I’ll figure out a way to get it to you (It’s like 40MB and my email only lets me send up to 25 so we’d have to figure something out). Keep in mind it’s very, very buggy, and painfully unfinished.
Watch in 720p if you want to see what’s being typed in the bar thingy.
That’s a video of the latest version of the game so far, in a map that just tests the features. After a few bug fixes, I’ll be releasing v0.6 for download, along with a new map. I realize the video looks like it’s in fast motion but that’s because the computer I recorded on isn’t very good and was quite laggy. Features:
Buildings, with the ability to be destroyed.
Weapons, which are customizable and swappable.
Basic AI (currently being re-written, which is why it wasn’t in the video)
Vehicles, which are also being rewritten.
A basic HUD, which will be added to soon.
Multiplayer (isn’t quite functional yet)
Those are some of the more prominent features. I’ve been working on this project since about May. It’s basically all I do anymore, is work on this. Lately I’ve been more busy working on the first fully functional map, and getting multiplayer to work. Planned features for v0.7:
Mostly just performance boosting, finding spots that are CPU intensive and trying to optimize them.
Campaign-like features (saving progress, triggering events on certain actions)
HOPEFULLY animation. I’d really love to add it soon.
Sound, if at all possible.
So, if you have any suggestions, comments, or criticism let me know! Thanks!
Some changes in the last day:
Changed the FOV change on sprint from being very abrupt to smooth transitions, same with sighting
Decreased blur on sprinting
Made weapons interpolate towards sighting position instead of instantly appearing there
Started on and got lots of progress with re-writing vehicles.
Added kick when firing weapons
Made crouching smoother
I’m uploading the video for this update now. Slow internet = it’ll be a while but I hope it’s satisfying!
This one was recorded all on the lowest, except with no fractured parts filtered out just to show how that looks.
I got some work on vehicles done today, and I came to a decision. The VehicleControl that comes with jBullet is ridiculously complicated and I absolutely can’t seem to get it all to work together without some other glitches rising up, especially with the way I’m making my vehicles work, so I’m writing my own vehicle control code. I need to write my own for air vehicle support anyway, but it’s looking like I’ll have to make one for ground based as well. No show-off-able work today, sorry.
Something to show today:
That, my friends, loads a truck into the scene at a given position, with a mass of 500. This is how vehicles can be added via modding. Simply create a new class that extends VinexVehicle and call super(modelLoc, materialLoc, position, mass). Optionally you can scale the model if it’s too big/small. I’m playing with physics now so hopefully I’ll have something to show video-wise by tonight.
With vehicles at a major stand still due to many problems so far, I’ve started rewriting AI code until I find inspiration to finish vehicles. After 3 days, I’ve got nav mesh generation for the main mesh complete and I’m messing with ways to make the AI navigate the buildings as well. After this I’ll just get the pathfinding code rewritten, then actually add in AI’s that navigate the map. I wish I had something to show as of yet but it’s going kind of slow lately.
Another small update. Tomorrow I’m gonna do my absolute best to get AI working better, but as of right now they’re kinda broken.
+Added sprinting animation (not really animation, but it’s cool)
+Added reloading animation
+Added drivable vehicles
+Improved AI a bit
+Changed speed of rifle’s sprint animation, it’s a bit faster now
+Added sprint animation to other weapons
+Code for shotgun and better sniper exist (not quite finished)
I’ll finish the sniper rifle and post a video after school.
(Yay, I can edit it now!)
Got navigation mesh generation working for buildings! It dynamically updates to compensate for damaged walls and floors. I’ve done lots of debugging and finally more or less have it the way I want it. Now I need to bug test the AI navigating it.
I’ll post a video soon! (Like later tonight!)
Red lines is the nav mesh that’s generated. I made the mesh flicker to show when it’s updating for ease of viewing.
I took a short break from working on AI to optimize buildings a bit. As of right now, I’m able to get about 8 FPS with a 1000 piece (tiny parts) building fractured to pieces, without removing any debris. (And considering at the time of testing it I have Blender, jMP, Steam, Origin, and Chrome with like 7 tabs, all opened up, that’s not too bad.) Keep in mind this is running on a PC that gets about 30 FPS on Minecraft at medium-high settings, so this is nothing to be basing solid final stats on. However, that type of computer is within my target audience so more optimization is needed. I want a large variety of hardware to be able to run this game.
Here’s me blowing stuff up:
*Video won’t be live right away, should be up soon.
I don’t think I’ve mentioned this yet, but…
This is my first project!
Since the last update:
-Work is started on a new weapon system
-Re-wrote a LOT of the spawn-in and loading code. Fixed problems with starting, quitting, and starting another game without closing
+Added more optimizations to buildings. As of right now I get close to 20 FPS with full debris and plenty of destruction
+Fixed some problems with turning a vehicle (turn value was infinitely increasing, causing the wheels to spin).
+Re-wrote water movement system (it actually works now)
About the new weapon system:
For each weapon, there’s a set number of base parts, for example, the sniper has 6. For each base part type (whether it be top, ammo, handle, etc.) there are 4 different parts. Each part effects things like accuracy, rate of fire, weight, sprint speed, melee damage, melee speed, damage per bullet, ammo per clip, reload time, max extra ammo, and more.
All told, there’s over 1 million different sniper rifle combinations, 800,000 assault rifle combinations, and more than 4000 pistols, each applicable in some way to each player. This system won’t be entirely finished by the v0.6 release, but when it is I’ll release an update. (not v0.7, something like v0.6.5)
First finished model. (Base part of a sniper rifle, modifies accuracy and rate of fire).
I realize it sorta looks like a Desert Eagle. This was not intentional. I also realize the trigger is pink. This may or may not have been intentional.