Java 3D Game Development 62: Desert Town

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3D Opengl Game development log videos with commentary about my indie Java RPG game.

More networking and a brand new town out in the middle of nowhere!

INFO ABOUT TUTORIALS:
Unfortunately I once again haven't had time to do a tutorial this week, and I'm visiting family at the weekend so I won't be able to do the tutorial tomorrow. I've been finding it very hard to find time to do the last few tutorials in the series because they are fairly complex and it would take me around 2 days to create a tutorial for any of them. Right now I can't be taking that much time out of my programming schedule so I'm going to leave the current tutorial series for a bit until things are a little less hectic for me. However, in place of the current series I will start the next tutorial series about rendering water using OpenGL. I hope to create an introduction tutorial for that series next week, and then I'll resume with the bi-weekly schedule for tutorials after that.

The Team:

Christopher Jubell: Mage Attack Animation, Chicken animations, Turtle animations, Skeleton, Giant Spider, Weapon & Tent market stalls, Shadow Battle Axe, Spirit Power Staff, Mellee Helmets, wooden bridge, Church, all house models, training dummies, city walls, city gate, round city towers, shadow trident, Log Pile, Shadow Horned Helmet

marCOmics: Holy Horned Helmet, New Armour Set, Tribal War bow, present pile, camp fire, Shadow Power Staff, Light Staff, Animal Skeleton

Itay Almog: Medium Desert House, Many weapon textures & icons, small lamp texture, pot market stall texture, darker market stall texture, small mushrooms texture, tribal long sword icon

Jacob Brewer: Shadow Lesser Staff, Holy Lesser Staff, Ancient Lesser Staff

Erik Quick: Desert Well, Wizard hat, rustic bench, standard armour, Great Sword, Combat Icons, Overhanging House, shadow armour, Ancient Long Sword, Holy Long Sword, New Fence, Tavern(!), Palm Tree, Shadow 2H, Hatchet in Stump, Shadow Horned Helmet, Desert Hut, Dead Tree

Richard Weug: Sickle, Trident, Aether bow, ancient war hammer, holy short sword, Sai, Wand, Turtle model

Code Magnet: Both Desert Towers, Ancient Short Bow, Wooden Cart, fire lamp, guard tower, Fancy Lamp, Spirit Zweihaender, Chicken model

Joko: Water Well, Pots Market Stall, darker market stall, warhammer, small lamp, small mushrooms, Cacti, Ball Lamp, Greater Bow, New Bench

Alexander Schulte: Small Bush
Jack Theakstone: Ancient B.Axe, Ancient Dagger
Andrew Knowles: Mace, Ancient Short Sword, Ancient 2H
Ricardo: Wooden Crate
Rob: Wooden Barrel, snowman, second Xmas tree
Stiles3D: Xmas tree
Josh "Shadow" Monson: Various sound effects
Aleksander Długosz: Spirit Short Sword, Tribal Spear
Niklavs: Headwear Shop Icon
Nicolas: Waterfall sound fx (not yet shown)
Simeon Heinze: Candy Cane
Titas Vaitkunas: The loud thunder clap!
Teddy C: crossbow (not yet shown)
BonJoniLP: 2H sword (not yet shown)
Tadej Gasparovic: Texture and settings for fire lamp entity, Palm tree collision box
Reza Zaman: Shadow Long Sword

Music:
Licensed under Creative Commons: By Attribution 3.0
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1:18 - you still have that fabulous bear jump xD

Zharkan
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Its so awesome to see how the game looks now if you are watching from the beginning! :D

oGamenMetBramo
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I listened to your approach to synchronizing the movenent on server and on client and I can share the way I do it in my game.
   When the arrow is pressed, the client computes the position the unit will be on in some short time (still optimizing for smoothest effect, I'm on 300 ms right now). That's sent to server, validated for obstacles in the way and distributed to all clients, giving them a position the unit will be at certain timestamp. The client executes this movement so that the distance is traveled in the rest of the time before reaching the timestamp. This causes the movement to start on the client a bit later, but by altering the velocity cares for a very smooth effect.
   On the other hand, this requires a very exact game time synchronization, so that the timestamps are run through at the same moment on every client and the server, but I've also developed a quite exact technique. I send a synchronization request from the client a the server responds to it with the server timestamp in the moment the request arrives on the server. So when the request comes back, I can aproximatelly tell it was on the server in the middle of the interval, so I get both server time and aproximate client time of that moment, then I compute the difference and adjust the client time. I do this multiple times and then compute the average excluding the too differing values.
   I hope this helped as a little inspiration. Unfortunatelly, networking mechanisms will never be 100% exact, but we can do our best.

martincerny
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Nice man, that little village is looking great. Don't sweat not having a lot to show for the networking it is probably the most important aspect of a multiplayer game so feel free to take your time with it.

ShaneRob
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The game is starting to really look like a product now! Great job and keep it up!

koenbrink
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I can't wait to play this game!!!
I really want to help but I'm in school and don't have much time so I won't be able to contribute much.

jackmain
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lol, at 1:17 the bear in the background jumps like crazy.. :D

rcookie
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Just awesome! In a few years it must be on steam!

flashgames
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How many towns or cities will be in the final game?

DemonicGaming
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What is the bare in the background doing at 1:17

asdasfdfgewqgrgyjh
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For the prediction, does that mean you can get damage based on predicted vs actual position? Say you shoot a projectile, when you aim you are using the predicted position of the other player. Does this mean when the other player's actual position doesn't match what you see, that you either a) miss cause you hit predicted instead of actual or b) the other player takes damage even though they weren't actually there?

achannelhandle
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How did you save and load world files into the game with your world editor? I'm stuck on that part in my own game (that's been following your tutorials)

josephsmith
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Question on the artwork style: Or you going for this "cartoony" look for the GUI's? Or would you like some others?

CjCutrone
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How did you start networking in your game? I cant figure it out!

hunterkepley
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Can you please make a OpenGL tutorial about networking? I cannot find anything that is helping me.

NigelGamingMC
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I love this game. I can't wait to actually play this.

Btw, is there going to be any easter eggs in the map? I think that'd be pretty cool to have.

mabc
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I have an idea on how you could stop the weird stopping thing. How it will work is, the player will have a little stopping animation where he gradually slows down. I know it's not the best explained but I got the idea from playing Assasin's Creed so :P

serenetnt
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When your character is hidden by a roof or wall, you should make it only show the character so it's easier for a player to move
Really like your videos as always Thin

PlayGameSafe
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Hay man i think i got blender to work now so im going to work on a model that u could add to ur game hopefully iv seen u progress so much and i want to partiapte with this aswsoem projects but can u tell me one thing how do i textures objects i make i tryed loading the person and its texture and it didnt work and im not sure how u do it 

MohammedPlaysMC
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You're predicting the other players' movements to decrease latency, but what happens if a player starts shooting you? What do you do in that case?

arhaisme