This is my first post on gamedev.net. I'm looking forward to meeting other hobbyists here, and am also hoping to share the progress I make on current projects. I'm trying to work on a multiplayer space game, which at the moment is titled "Starfall".
Here's what I'm trying to work on:
[table][tr][td=30][/td][td=70] C++ [font=arial]Server:[/font][/td][/tr][/table]
I have enjoyed working in C++, primarily using the POCO libraries to develop the server technologies for this project.I have implemented database support for users, logs, item types and items using SQLite. It features a web console. I used template specialization to serialize each packet data-structure, such as the login and header structures, into a JSON format for the web portal. The server runs an HTTP server on a separate port, to allow administrators to login and interact with data sent to and from the server.
Currently, I have began using Google's V8 engine in the C++ project. In the near future I hope to implement content systems, such as item handling, in Javascript.
[table][tr][td=30][/td][td=70]Unity 3D Client:[/td][/tr][/table]
I have been developing the game client in Unity3D.Art Assets
The 3D art assets were modeled in blender. My goal is to make a small collection of reusable assets: pieces of buildings that can be snapped together as well as entity parts that can be recolored and swapped.
World Scene
I am just starting to develop gameplay features on the client, and haven't even networked player movement. I have been working on creating movement with the arrows keys, basic movement animation, rotating the camera with the mouse, and clickable entities for which the player can open an item container. When the player moves, he leans forward and the color of the lights on his back turn green. Implementing the packet structures and server-side support for player movement is high on my priority list.
Here is the first screenshot of the game world:
Login Screen
Here is a screenshot of the current login screen:
Character Painting Tool
I currently paint the entity's parts on the client, and then log (save) the configuration to be viewed on the web console, where it can be interacted with. I should have made the features for item creation and recoloring more coherent. Though, I'm still happy about producing what I have in terms of being able to create item data.
[attachment=16266:4 Game Client - Character Painting Tool.jpg]
[table][tr][td=30][/td][td=70]Web Portal:[/td][/tr][/table]
I use JQuery Mobile for the client-side of the web portal. Server-side, I use function pointers to respond to ajax and URI requests.
Administrators can link groups of meshes and their material colors that have been logged in the web portal to new items. Item types can be created in the web portal as well.I have mapped positions in buffers with corresponding members of the structures. This can be seen with the head and login structures. The administrators may also set filters for certain structures.
Here are screenshots of the web portal that administrators can access:
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[table][tr][td=30][/td][td=70]Git Server:[/td][/tr][/table]
Useful Links
Poco C++ Libraries - http://pocoproject.org/
Google V8 Javascript Engine - https://code.google.com/p/v8/
Putty - http://www.chiark.greenend.org.uk/~sgtatham/putty/
Gitolite - https://github.com/sitaramc/gitolite
Gitweb - http://git-scm.com/book/ch4-6.html
I appreciate comments and conversation.
-Mark
Is there a description of the game?