Saturn Valley Online [.net Edition]

60 replies [Last post]
Posts: 1030

Hey guys,

Since we're starting development of SVO over with netGore I'll post it here Smile
All the info is at our website: http://www.skyon.be, our forum: http://forum.skyon.be and our vbGORE SP modified MySVO: http://my.skyon.be

At the moment we got a 24/7 server (95% uptime), a pretty active playerbase and quite a bit of content already, don't hesitate to check it out Laughing out loud

Custom Features:
- Guilds
- Friend/Blacklist
- Modified Online list
- Lots more chat conditions
- Follow other players
- Advanced Group/Party system
- Lots of tweaks, changes and additions

Note: since we're going to use NetGore many features will have to be rewritten, so we're going to release "SVO .Net" only when it's got at least the same features of the vbGore SVO again.

If anyone is looking for an active and (somewhat) popular project to help with coding in .net just reply in this topic or on our own forum.

Posts: 81

Good to know SVO is being remade into a .NET version, will be looking forward to that Smile

Skye wrote:
- Friend/Blacklist

Thought I'd just point out the above spelling mistake, just to be safe Tongue hehe.

Posts: 263

Skye wrote:
Note: since we're going to use NetGore many features will have to be rewritten, so we're going to release "SVO .Net" only when it's got at least the same features of the vbGore SVO again.

This is a pretty bad idea D:

Posts: 1691

Darkfrost wrote:
Skye wrote:
Note: since we're going to use NetGore many features will have to be rewritten, so we're going to release "SVO .Net" only when it's got at least the same features of the vbGore SVO again.

This is a pretty bad idea D:

Why do you say that? Sounds like a good idea to me, since that way they have a "production game" people can play until the new one is ready.

I assume you are going for a top-down approach like the original SVO has?

Posts: 263

Yeah, any idea how much coding is necessary to change it to top-down?

Getting 'all' the features we had in vbGore SVO would take quite a while, and a lot of it would probably want changing anyway, so I'm not too sure on that. We could do, we could not I guess, but there's a lot that would need writing, and a lot of it isn't really too necessary to do. SVO kinda has a history of adding features as we go, but that's kinda a bad approach I guess?

Posts: 1691

Darkfrost wrote:
Yeah, any idea how much coding is necessary to change it to top-down?

Not sure, never attempted it. Theoretically, it shouldn't require a whole lot more than setting the gravity to 0, treating the up/down button like the left/right, and removing jumping.

Posts: 263

You make it sound so easy. XD

Well, hopefully it will be.

Also, there's another thing which might be a problem. If you're updating NetGore via SVN, and we're using SVN aswell for vbgore, will I have to have another copy of netgore, and then make a patch file from that and apply it to our SVN? Or is there a better way of doing this?

EDIT: Oh, and would there be any problem with setting tiles, if it's designed to be sidescroller atm? I'm assuming that would need quite a bit of editing

Posts: 1691

Not quite sure I follow. Do you mean your NetGore game will have a SVO repository of its own (like it should)? Right now, this won't be pretty due to the amount of crap that is still in the DemoGame projects. But how I hope this will work in the future is that the NetGore projects and the DemoGame projects will be two separate solutions, and that people use them as two separate solutions when developing their own games.

With this layout, you will create your own project (or modify the DemoGame projects) to use the NetGore binaries. Ideally, you won't have to ever change the NetGore code with anything specific to your own project. For simplicity sake, lets say you don't do any work on the NetGore project itself. Since your project would just be using the binaries, all you will have to do is have a folder containing the binaries, and have your game project reference those. To update, you'd simply do a check-out from the NetGore repo, and replace the files.

If you do start adding your own features to the NetGore engine that are game specific, it is likely a design flaw either on your side or my side. Ideally, this won't ever need to happen since it'd make it a PITA to keep your core engine components up-to-date.

But you have to remember, right now things won't be so easy since NetGore is still going from the transition from "a project sitting on Spodi's computer" to "a public engine".

Posts: 12

Meh, the three of us are busy learning C# at the moment, i'm sure all the scary stuff will be somewhat easier by the time we've emerged from our respective rooms next week; having mastered C#.

Did you not modify the vbgore engine for SVO Dark/Skye?

skyon.be
A MMO in homage to the spirit of Earthbound.

Posts: 465

In OOP, extensibility is all about the underlying framework.

As long as the systems programmer or designer has a good understanding of OOP adding additions to a game should be a piece of cake.

That is not to say that .NET gore doesn't have a good design already, im sure you would need to place in your own designs to add the sort of features SVO has.

The reason improving on a VB project (compared to other structured languages) is so difficult is for several reasons. There is no unit encapsulation, and as such, abstraction is extremely difficult. Add to this the fact that no one does modular programming in VB (modules in VB are misleading), and you have a program that while could be built ground up quite easily, is barely extensible.

One thing about learning a language, its not the language that you should master, its the paradigm you should be worried about. Being an expert in C# on its own won't get you very far, however an expert at OOP with little knowledge of C# would produce a much better program.

Posts: 80

I really like the amount of work you guys put into this project, a shame that vbgore's lag is murdering it =/. It'll take awhile but it seems it's worth the effort of switching to NetGore.

Some day I will revive Drasil.net

Posts: 458

its funny to see how the flood of vbgore projects is coming here now Laughing out loud

if netgore doesnt want to become top-down, the community will force it xD
thats what i see coming Laughing out loud

so dont worry too much about that.
also C#, in comparison to VB, is a "really useful" language.

although i still need a dictionary to read bakes IT posts.
if it were in german i would probably understand 3/4 of it xD

Posts: 1030

Spodi already said he'll make a tutorial for it Smile

Posts: 80

zanval wrote:
although i still need a dictionary to read bakes IT posts.
Haha, I thought I was the only one. [/shame]

Some day I will revive Drasil.net

Posts: 1

haha basically if you can understand how OOP works, you can go much further than learning a single language; which I completely agree with, I personally don't know C# but I have learned java and C++, and have a good understanding of the whole OOP paradigm. I'm not worried about learning C# at all because even though each language has its own specifics, they all follow the same paradigm (assuming they are OOP languages, but even then there is still some leeway).

Posts: 458

1 remains 1
0 remains 0

that said, Computers are computers, they wont start counting with 2s and 3s.

although they do throw them 0s and 1s around quite a bit nowadays Laughing out loud

so yeah, bring it on xD

Posts: 1030

Hey stop necro'ing the thread about SVO Sad

Posts: 174

Necroing the only post in the forum? Is that possible?

Formerly known as NotExistant/Existance0.
Real Name: Arie Miller

Posts: 54

if it isn't we'll just make another that says the exact same thing

Posts: 1691

Lets stay on topic please. Smile

Posts: 1030

Well since the top-down is as good as done, Dark and I are probably going to get starting with the engine for real after exams. Hopefully we can have a couple of maps done by the end of February.

Posts: 150

Skye wrote:
Well since the top-down is as good as done, Dark and I are probably going to get starting with the engine for real after exams. Hopefully we can have a couple of maps done by the end of February.
Yeeeey.

Looking forward to it! Laughing out loud

Posts: 1691

Sweet. Would be nice to have people actually use it, since I sure as hell don't do any "dev" work. Tongue I just hope you're up for fixing up the stuff in the editors that could use a little tweaking. The more help I get, the better NetGore can be! Laughing out loud

Posts: 1030

Well, that's more up to Darkfrost I guess, I knew some VB6 but I don't know anything about OOP nor C#. Fortunately next semester we're getting Java classes so I'll at least get a general idea of OOP.

For now I wanted to add some of te graphics already but I can't be bothered to look how to add them (I really liked the vbgore system). So if anyone can write or point me to a detailed "Adding Graphics" page I could get started with that.

Oh and a note on the editors, I'll probably whine about a gazillion things that should be added or changed >_>

Posts: 531

Skye wrote:
I'll probably whine about a gazillion things that should be added or changed >_>

The only way things can be added that are genuinely needed for a developer tbh is someone who is developing a game asking for features to help them, that way the engine becomes a developers first choice Tongue (i'm not sure what i mean to say by that but hopefully you get the gist)

There are 10 types of people in this world - Those who understand Binary and those who don't.

Posts: 1030

Yeah, that's also what I'm saying. I've always wanted a couple more features in the vbGORE mapeditor for example and there were numerous suggestions I'd love to see (I made a topic about it on the vbgore forum some time ago as well). I'll probably open up one here once I dive into the development tools.

Posts: 531

you can always request features over here http://code.google.com/p/netgore/issues/list with the type request for a feature, then the developers can look over it and have it on the todo list Wink

There are 10 types of people in this world - Those who understand Binary and those who don't.

Posts: 150

aPhRo_ wrote:
you can always request features over here http://code.google.com/p/netgore/issues/list with the type request for a feature, then the developers can look over it and have it on the todo list Wink
http://www.netgore.com/forums/netgore/feature-requests.html

We have that forum for feature requests. If you can leave the bug tracker for approved features and bugs that'd be helpful.

The big benefit of having feature requests on the forum is that other people can discuss them!

Posts: 1030

SVO is still aiming for a release this summer, hopefully somewhere in August. We've pretty much written down all content we need. All we have to do now content wise is wait for the devkit to be available and working. Fun thing is we'll be pumping in content with 3 people simultaneously so
that won't take too long.

Feature wise won't be incredible but at least around the same level of the old SVO but WITH the addition of the turn based battle system.

Posts: 1030

We might release a preview game this Wednesday, I'll post the download link here if we do Smile

Posts: 1030

SVO Preview Release #1 is live! If you wish to get access to it please sign up on skyon.be and send me a PM Smile