Nuts and Bolts: Codework

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Rabenaas's picture
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Nuts and Bolts: Codework

Hello everyone, I decided to use Project Darkstar as the server of choice for our project and I’m busy right now creating a client based on lwjgl. The scripting is planned to run on Jython (for portability reasons; Groovy is an option, too).

So, if you know a bit of Java or Python and want to contribute, then don’t hesitate to drop a note. I propose that you download the packages mentioned above and maybe Eclipse, too.

If you are an artist who wants to participate, then you might be interested in Blender, MakeHuman and the Gimp.

All comments, critic and ideas about the technical aspects of the Planescape:Online project will be gladly received.
Smiling

Clueless's picture
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ahhhh - good old Java. Should enough time clear for me to get into it I might be able to help out, but for the nonce I shall keep my mouth shut while I work on other projects to reclaim time.

Zeniel's picture
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Well done as usual Rabenaas. I'll send some programmers your way! Hopefully they'll be of use

lsdfjkdsf's picture
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I'm decent enough at Java, so I'll be more than happy enough to do what I can for the cause. I'm be no means an expert, but I hopefully know enough programming to be of service, no guarentees but I certainly should be able to do something useful.

I'll download everything over the weekend and poke around, then see what's happening and what I can do.

Rabenaas's picture
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Hello lsdfjkdsf, and greetings to Tarhad, since he has offered to help, too.

'Clueless' wrote:
Should enough time clear for me to get into it I might be able to help out
I am happy to hear that Laughing out loud

We’ll have to think about the game’s license. Should it be closed source or open source? If open we might use Google Code or Sourceforge. If not so then Punch WebGroups or in combination with a local source repository, or something.

As I said before

Quote:
The general roadmap for programming will be
a) characters who walk and talk
b) interaction with items, inventory, triggering events
c) combat
d) skill system and special abilities (spells will be special cases of skills)

We might take GemRB as a source for inspiration. It’s the open source remake of PS:T’s engine.

I’ve another interesting thing: "Killer Game Programming in Java" , an online version of the O’Reilly book on the author’s homepage.

One last thing. http://www.vermin-exterminator.de/ is an exemplary big, networked lwjgl project.

And now, let’s try and get something on the screen.

lsdfjkdsf's picture
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Yeah, I'm in. Although my Python is a bit weak, I should be able to do something useful. I'm pretty sure I understand how this thing is going to run, and I think it should work pretty well.

On the open source vs. closed source question, I'm partial towards open source. It's not like we're going to make money off of this, and I like to share. I don't feel strongly either way, but I'd like to share our work with the world.

Also worth looking at is a program called Gridworld, found at http://www.horstmann.com/gridworld (look at the Unofficial Code). Although it's not as fancy as some of the other stuff posted, it does have a decent framework and good code we may be able to use.

Zeniel's picture
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I'm likeing the look of GemRB But work with whats best to your abilities. We should probably get a few guvnors on our side as the legal issues will soon rise up and we wouldn't want them to be a problem. I'm just working with so musicians at the moment to create so background music for the game. Its looking good so far. I'll hopefully have something to show soon enough.

Rabenaas's picture
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'lsdfjkdsf' wrote:
It's not like we're going to make money off of this, and I like to share.
That is what I think, too. I’d say we’ll go and make it open source sooner or later (probably sooner) as long as there are no serious objections. But then there is the question: GNU or BSD?

Rabenaas's picture
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Just reporting back. There were some complaints about a lack of progress.

Well, I found out in the meantime that lwjgl is still too low level. There is a wrapper called [url=http://slick.cokeandcode.com/index.php ]Slick2D[/url] on top of lwgl that we can use.
(On the site are also lots of links to other alternatives that somebody will have to check.)
It also supports the tiled mapeditor out of the box.

Graphics (sprites, map tiles) will be desperately needed, when we actually begin development.

Please participate in the discussion on the main project thread about the future of PS:O.

sciborg2's picture
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I know Java and Python, and a little about graphics programming. I feel like I could get up to speed in whatever you want me to.

thanks,

Sci

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Rabenaas's picture
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'sciborg2' wrote:
I feel like I could get up to speed in whatever you want me to.
Welcome sciborg2.

Sorry, but because of unclear copyright issues the Planescape:Online project is on ice in the moment. I think Clueless is going to talk this over with WotC, but as the matter is rather delicate – well, wait and see.

Btw, I wouldn’t mind doing something close to the Planescape’s spirit until things are clearer, but I didn’t get many enthusiastic responses to this and I’ll be far too busy with my diploma thesis in the next months to do this alone.

But do not despair: We shall overcome. Eye-wink

sciborg2's picture
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I wouldn't mind doing something with the Pathfinder Cosmology -- if Shemmy's contributing to it I'm sure it's gonna be good.

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Rabenaas's picture
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'sciborg2' wrote:
something with the Pathfinder Cosmology
Wouldn’t that be the same problem in green? I don’t know under what kind of a license Pathfinder is being published, but I bet it doesn’t allow us to make a computer game based on it.

sciborg2's picture
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Hmmmm....honestly I don't know. Sad

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