King Arthur's Gold (RTS+Minecraft+Castles) (Linux version!)

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kingarthur
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Joined: Tue May 10, 2011 9:25 am
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King Arthur's Gold (RTS+Minecraft+Castles) (Linux version!)

Post by kingarthur »

Hi everyone,
I just registered to show you my little game that uses the magnificent IRRLICHT for drawing 2D. I'd like some constructive feedback if that is possible.

Image

King Arthur's Gold is a 2D multiplayer-only castle building and war game. There are two teams. You can spawn as a builder, archer or knight.
Builders dig, collect gold and build castles. The rest are fighting classes.
The ultimate objective of the game is to collect more gold than the opposing team (you can also steal their gold!).

FEATURES:

32 people multiplayer
2 teams (blue & red)
3 classes (knight, archer & builder)
dig for resources
build castles from stone
chop trees for wood and arrows
mine for gold and store it in vaults
pixel-art retro style graphics


Notes:
- You can generate a terrain and play alone if you want to see how the game works. However this is a multiplayer game so I set up a server. You can also start your own dedicated server.

- The GUI graphics are PLACEHOLDERS!
Also some tiles and animations are missing and need more work.

Please post if something doesn't work and what are your impressions/suggestions.

DOWNLOAD: http://www.mediafire.com/?oqy3m7ioz94szk8 (4.9MB)

Windows version. Should run on all OpenGL hardware.
Linux version is coming next.

More SCREENSHOTS are available on the devlog:
http://kagdev.tumblr.com/

TUTORIAL!
http://kagdev.tumblr.com/photo/1280/535 ... Vcx1qk1bmn
Last edited by kingarthur on Sat May 21, 2011 10:35 am, edited 2 times in total.
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

I've seen your thread about this on gamedev.net, didn't know it used irrlicht
Looks good, seems pretty clean, I'll try out it later this evening ;)
Grumpy
Posts: 77
Joined: Wed Dec 30, 2009 7:17 pm
Location: Montana, Usa

Post by Grumpy »

Reminds me of the ol Dig-Dug game.
code happens
Sir_Hans
Posts: 143
Joined: Sun Dec 06, 2009 2:23 pm
Location: Germany

Post by Sir_Hans »

It's fun to play with more people but I don't like thatyou can't destroy something with the archer. When you attack alone and someone blocks you you can't do anything.
Are you still working on it?
Will you release the source code? I like them ;)
ChaiRuiPeng
Posts: 363
Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

Super nice and polished! :D Even though it has mechanics of minecraft it still is fun to play and is it's own game. The gameplay is very smooth and the controls feel perfect. However, for constructive criticism on the technical side, there is a weird bug, when climbing up ladders, if you skip 2 spaces then build a one ladder right as your about to fall you die in what looks like a "falling to death" animation. Also, I am not sure what circumstances bring this on, but it seems that when running down steep slopes or jumping/running down steep slopes the characters gets "stuck" facing one way even if you try to move him make him face other way.

but really nice game. :) good to see people are putting irrlicht to decent use.
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
kingarthur
Posts: 5
Joined: Tue May 10, 2011 9:25 am
Contact:

Post by kingarthur »

New build released!
Changes build 22-24:

- added picking up old arrows
- start arrows increased to 10
- arrows can’t be fired immediately
- archer & knight can now dig in dirt
- fixed crash near body
- removed dynamic camera from archer
- added health display
- arrow are faster
- ground acceleration is higher
- destroying castle walls & doors takes twice the time
- fixed sack disappearing with dead carrier
- fixed not being able to pickup sack from dead carrier
- increased corpse time


The update will download automatically once you start KAG.exe.
Sir_Hans
Posts: 143
Joined: Sun Dec 06, 2009 2:23 pm
Location: Germany

Post by Sir_Hans »

Nice changes!

New suggestions:
- kick/ban vote (if a player destroys the own base or brings gold to the other team)
- fix the archer bug (by holding the right mouse key and clicking the left mouse key instantly)
- fix the knight bug (if you die when you clicked the left mouse button everybody who will stand on your dead body will get damaged (seems like that))
- new map vote (eg. after 5 hours the players would be able to vote for a new map. It must be at least 3 players and 2/3 have to vote for a new map.)
- a new hero like a magician (heal and magic balls)

By the way, I like the updater. In most "mini" games you have to download the game again. But maybe you should build the the game without the black window because many people don't like it. Then it'd seem as a "real" game imo :D
Grz-
Posts: 62
Joined: Wed Dec 26, 2007 1:06 pm

Post by Grz- »

This game is quite fun, as a suggestion, it would be great if there was a way to repair damaged blocks.

I also found a bug when huge amount of gold is packed in a tiny room, it tend to 'teleport' to another room. There is also a bug when going to the max underground limit of the map, the player seem to drift, maybe it is intended though.
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

Really addicting game :)
kingarthur
Posts: 5
Joined: Tue May 10, 2011 9:25 am
Contact:

Post by kingarthur »

Repairing blocks - very good idea.
sir_hans: thx, most of your suggestions have been fixed here.

-----

Build 24-28 released: (news)

Changes build 24-28:

- zoom in/out keys work by tapping now
- zoom in/out by default is mouse wheel (previously left ctrl/shift)
- default view is dynamic; follows mouse cursor
- darker backgrounds
- health doesn’t decrease client-side (false hits not registered)
- minimap is more translucent
- players inside tent are immune
- fixed cursor displaying on other players
- fixed map generator getting stuck on small maps
- optimized sack network updates
- fixed not being able to connect again after failed connect
- changed HUD material graphics to tiles
- trees regrow faster
- hill height is independent from map height
- gold tile is more golden
- fixed empty tiles in ground background
- tweaked map generation code
- fixed actor behavior on map borders
- more shading on backgrounds
- distant sounds are louder
- health is restored on class switch
- archer digging is slower
- fixed machine gun archer exploit
- team is auto-assigned on join server
- fixed map not drawn entirely on smaller resolutions
- ladder wood usage increased from 2 to 3 (tree block = 10)
- team chat channel is more obvious now in chat window
- smoothed continuous building
- updates download automatically
Sir_Hans
Posts: 143
Joined: Sun Dec 06, 2009 2:23 pm
Location: Germany

Post by Sir_Hans »

I have already seen the changes in the devblog ;)
By the way, nice video :D Do you remember me?
- team is auto-assigned on join server
I like that in general but you shouldn't get switched when you die. Just when you join the game. It isn't very good when you built a big castle and then you get switched... (of course you can switch yourself but it is annoying)
kingarthur
Posts: 5
Joined: Tue May 10, 2011 9:25 am
Contact:

Post by kingarthur »

Linux version available!

Head over to http://kagdev.tumblr.com/ to download it.

Changes build 30-32:

- added bombs for knight (hold & release [F] key)
- fixed sprite graphics glitch on older video cards
- louder bow pull sound
- increased precision of network object velocities
- fixed some map collision bugs
- fixed teleporting inside map
- optimized collision code
- fixed arrow map collisions
- added fast arrow springy sound hit
- added team emblem graphics on team pick
- resources on HUD are drawn in multiple rows now
- available blocks on HUD now drawn in lower part of screen
- fixed ladder placing not working sometimes
- fixed readme.txt not auto-updated
- added map restart command (\restartmap)
- added map load command (\loadmap [name])
- added map save command (\savemap [name])
- added server send message to all players (\msg [text])
- added vote map restart
- changed minimap colors
- dead not displayed on minimap
- can’t resupply in enemy tent, only change class
Andreas
Posts: 166
Joined: Sun Oct 31, 2004 7:15 am
Location: Münster / Germany
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Post by Andreas »

Hi,

thanks for the linux version, cool game! :D

Nice to see a finished game around here again.
kingarthur
Posts: 5
Joined: Tue May 10, 2011 9:25 am
Contact:

Post by kingarthur »

Biggest release so far!

Maps are completely new.
Game rules are completely new. The game now ends as victory for one of the teams.
New buildable offensive weapon - CATAPULT
Lots of new graphics and bug fixes.

Please read the change log below for a detailed list of the changes.

To use the catapult you will first need to build it. It needs 12 blocks built in a 4x3 rectangle. Then you need to supply it with rocks ([E] key). Hold [E] key and then release to FIRE!! The longer you hold the farther it throws.
Use with caution!

[left]Image[/left][center]Image[/center]

Here's how the new maps look like. This is of course a random example.

[center]Image[/center]

Changes 32-39:

- game rules changed
* victory condition: mine or collect 20% of the maps gold
* stash gold in sacks
* 3 sacks available on start
* steal sacks and bring them to your tent for score

- new map generation code
* possible mountains and holes
* caves
* stone and gold are more likely to appear around caves and mountains
* gold appears more as gold veins
* trees don't grow on tent
- added catapult
- new sack graphics
- new bomb & explosion graphics
- new emoticon bubble graphics
- tent does not fall down
- sack gold amount displayed on mouse hover
- player HUD is not visible now when score board is active
- increased knight radius of attack
- new castle back build sound
- tent hit pixels changed to black
- fixed invisible map bug
- can't loot bombs from self & team players
- fixed knight not dying when bomb explodes in hand
- typing bubble appears when typing chat or in menu
- gold sacks & tent are drawn on minimap
- new stone tiles graphics
- added map generator config file ("Base/Scripts/generator.cfg")
- when not enough resources build tile blinks on HUD
- on reload map, old map saved to "Maps/previous.png"
- particle die time randomized


Changes 39-40:

- catapult can change rotate according to thrower
- improved arrow collisions (from circle to line)
- default score limit is 20% of gold available on map
- fixed crash on precache (loading controls)
- fixed player dangling on server after kick
- fixed bow sound not stopping after death
- fixed catapult facing wrong direction for red team
- fixed knight shield
- fixed gold on map wrongly calculated
- fixed player sprite not updating when dead
- return of the ladder bubble
- mouse aim is farther (to match zoom out view)
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