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The Liberation Project


Vaughan
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[OpenORPG Blog](http://www.openorpg.com/) | [OpenORPG ](https://github.com/hilts-vaughan/OpenORPG)[Repository](https://github.com/hilts-vaughan/OpenORPG)

If you're looking for a game that has been well formed, defined and ready to go.. then this thread isn't for you. I'm sorry to have wasted your time. **But!**

**If you're interested in a project that is being built from the ground up on open source technology to test the demands and abilities of it, this might just be the place for you. **

Project Liberation is…

_Project Liberation is a project designed to test the scope of OpenORPG and prove the viability by implementing a full game on the technology. It is designed to be a flagship title that runs the bleeding edge software and lead the way for other developers to believe in the technology._

_It is designed to be a fairly basic online game that combines classic gameplay elements into the browser to create a compelling virtual world to test the bounds. Project Liberation will go beyond being a simple sample game included in the source code, though. Project Liberation will be a full game that is playable, maintained and hopefully able to thrive on its own. This is a necessary step to prove the viability of a technology. _

Project Liberation is an open source project that hopes to bring a great browser based game on technology I've been developing. However, I am no game developer so I'm looking for a team that is willing to work with me to really flesh out this technology. **I have presented a possible game-play scenario below, but the liberation project really could be *ANYTHING***

In the terms of an overview:

> Project Liberation is based on a dystopian world in which adventurers are born into. Here, humans have gained the ability to use basic magic to make their lives easier. This is a world with no conflict among the citizens and crime is a low threat due to the heavy monitoring of magic that occurs within the bounds of the village.
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> However, magic is not always so innocent that it would only be used to help clean your home, water the plants or make dinner. While children are taught the presumptions origins of their magic, the elders of the country know the real truth. Humans have a much more powerful capability latent within them. All it takes is liberation.
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> Players will play as adults grown into a small village who will be sent to a temple, per graduation rites, at the beginning of their journey where they will slowly begin to learn the truth about their magic by mistake.

In other words, I want to work with you to move the community forward. I want to embrace free, open source work that anyone can use to develop their own game. And to do it, I need a game to work towards to make a robust engine. After all, **make games, not engines. **

So, if you are…

* A software developer (programmer)
* A graphics designer
* Musician
* Game Designer
* Level designer
* Writer
* … or any other creative field!

And you want to do any of the following…

* Contribute to the scene in a friendly, open way
* Develop a cool, modern game
* Expand your portfolio on open work that will always be available (don't need to worry about the work disappearing!)
* Hone your skills on a project

Then, we should get in touch! This will be a creative project and I would like to get everyone who expresses interest involved in the project in some way. 

**This will be a creative process. **Those who are apt in game design are especially encouraged to contribute, having well defined requirements will really help.

You can check out some random technology related screenshots below:
![](https://i.imgur.com/dwYdT7w.gif)

![](http://www.openorpg.com/wp-content/uploads/2014/05/Haruhi-720x340.png)

![](http://www.openorpg.com/wp-content/uploads/2014/04/SnakeSpawn-520x245.png)

![](http://openorpg.com/tooltip.gif)

**Please send me a private message or leave a post if you're interested.**
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  • 1 month later...
I've wrote a tutorial for this. Nin Online is aiming to use this engine as well as helping Vaughan progress it. Open-source for life, I don't want to end up being stuck with just a closed-source version from Eclipse.

**Step 1**
Install [Visual Studio 2013](http://www.visualstudio.com/downloads/download-visual-studio-vs).

**Step 2**
Install [TypeScript](http://aka.ms/VS2013U2RC) for Visual Studio 2013.

**Step 3**
Install [Visual Studio 2013 for Web](http://www.microsoft.com/en-us/download/details.aspx?id=40747).

**Step 4**
Checkout **[OpenORPG](https://github.com/hilts-vaughan/OpenORPG)** using Git from [SmartGit](http://www.syntevo.com/smartgithg/) or [GitHub](http://windows.github.com/).

* Using **Github** you can simply drag the URL into the client to pull the repository.

* **SmartGit** you can simply open up the **GitHub** repository that is created rather than pulling it.

* Both clients are good to use.

![](http://i.imgur.com/h8QnyWq.png)

**Step 5**
Setup the startup projects.

* Right click **Solution "OpenORPG"** in the **Solution Explorer**.

* Left click **Properties** at the bottom of the list.

* Fill out the startup projects to match that of the image in the spoiler below.

![](http://i.imgur.com/aMGNZ14.png)

**Step 6**
Setup the configuration for the **OpenORPG.TypeScriptClient** project.

* Right click on the **OpenORPG.TypeScriptClient** project.

* Left click **Properties** at the bottom of the list.

* Make sure that the **Web** tab is selected, and the content in it matches the image below.

![](http://i.imgur.com/KtrawBn.png)
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> Well, I'm getting pretty decent at programming nowadays, and I absolutely love where this is going. I'll be sure to check it out and see if I can contribute anything.

Thanks. :) Vaughan is going to resume it in 2 weeks. He has had family in the hospital and been sick recently, which has made him inactive for around 2-3 months.
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> This looks pretty nice, Forgive my ignorance but will this be released as an engine or a game or both?

Engine. It may be forked since Vaughan just wants an open-source engine, but I want to make an engine that has plugins and is monetized using plugins by authors. Authors make plugins and can release for free or for paid, these then are installed sort of like Minecraft's Bukkit Server. Everything needs funding to make it, which is why the core is free and open-source, but the actual works made for it such as additional features will be both free and paid. This is the best approach in my opinion and want more engines like this.
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> Engine. It may be forked since Vaughan just wants an open-source engine, but I want to make an engine that has plugins and is monetized using plugins by authors. Authors make plugins and can release for free or for paid, these then are installed sort of like Minecraft's Bukkit Server. Everything needs funding to make it, which is why the core is free and open-source, but the actual works made for it such as additional features will be both free and paid. This is the best approach in my opinion and want more engines like this.

Going to have to agree with you there. Keeping the core open source and releasing additional features as plugins is definitely the way to go.
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> I've wrote a tutorial for this. Nin Online is aiming to use this engine as well as helping Vaughan progress it. Open-source for life, I don't want to end up being stuck with just a closed-source version from Eclipse.
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> -snip-

What happened to Robin's Crystal Toolset that listed Nin Online as one of it's flagship projects??

[http://en.sfml-dev.org/forums/index.php?topic=12072.msg93727#msg93727](http://en.sfml-dev.org/forums/index.php?topic=12072.msg93727#msg93727)

I wanted that engine to be a thing. :<

On Topic:

This does look pretty amazing, I hope it actually gets finished.

"Vaughan is going to resume it in 2 weeks. He has had family in the hospital and been sick recently, which has made him inactive for around 2-3 months." 

Inspires very little confidence that it ever will be as that was the same excuse used by hundreds of programmers in the past, including Robin.

Best of luck.
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Um Vaughan has no reason to lie. He would just quit if he wanted to… The Crystal Toolset will not be used unless I can get Robin to want to work on this engine, because I do not feel comfortable asking or even using his tools without him wanting to back the engine himself. It feels like stealing and using.
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> What happened to Robin's Crystal Toolset that listed Nin Online as one of it's flagship projects??
>
> [http://en.sfml-dev.org/forums/index.php?topic=12072.msg93727#msg93727](http://en.sfml-dev.org/forums/index.php?topic=12072.msg93727#msg93727)
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> I wanted that engine to be a thing. :<
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> On Topic:
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> This does look pretty amazing, I hope it actually gets finished.
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> "Vaughan is going to resume it in 2 weeks. He has had family in the hospital and been sick recently, which has made him inactive for around 2-3 months." 
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> Inspires very little confidence that it ever will be as that was the same excuse used by hundreds of programmers in the past, including Robin.
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> Best of luck.

Hi,

I encourage you to star the repository and let the GitHub news feed do the talking. :) I'm certain progress will inspire plenty of confidence. Feel free to check out the GitHub commit history previously to see how much work went into it.
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I'll vouch for Vaughan. I had a look through the source code and everything seems to be pretty solid.

Even if he doesn't constantly contribute to the project, there isn't any reason for others not to jump in and use it due to the fact that it's completely open source.
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Vaughan told me that you do not need to install MySQL or setup a root account, but if you are tech savvy you can configure the server to use MySQL rather than what it currently is using which is some sort of alternative databasing system. I updated the guide. :P
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> Engine. It may be forked since Vaughan just wants an open-source engine, but I want to make an engine that has plugins and is monetized using plugins by authors. Authors make plugins and can release for free or for paid, these then are installed sort of like Minecraft's Bukkit Server. Everything needs funding to make it, which is why the core is free and open-source, but the actual works made for it such as additional features will be both free and paid. This is the best approach in my opinion and want more engines like this.

Based on your vision: Will all features be treated as an "installation" (like

Combat, Stats, and UI), or will there have to be some manual work done?
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> Based on your vision: Will all features be treated as an "installation" (like
>
> Combat, Stats, and UI), or will there have to be some manual work done?

Yes, the engine is going to be designed in a way like plug n play, such as one part can be removed simply as removing the plugin. Although, this engine has a lot of work to do still and we are looking for contributors to make it a reality.
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