Zombie World Online

Zombie World Online is basically my stab at an MMO engine/zombie MMO for iPhone, Android, Playbook, PC, Linux, and Mac. NetSpanner, the engine, is fairly similar to Graal’s engine, having a social, online SDK that connects to the server. The animation/level editors, chat interface, and script editor are built into the SDK, or you could say RC. You just right click on a level/animation or script and hit edit, and then the proper editor is brought up. Every time you click save, the copy online is also updated on all clients and RC’s. If you’re working on an image and someone’s using it in their level, the moment you update the image on the RC, the image on their level is also updated- even in their level editor.

I plan on licensing the engine out for royalties or a flat price on iOS/mobile development and allowing free development on PC.

Here’s a UI demo using the built-in UI system and scripting language (Which is similar to GS2, based off GameMonkey with some slight modifications, most of which were done by 39ster).

The demo was recorded on my iPhone using Display Recorder. Any framerate drops or whatever you see in the video are because of Display Recorder.

Release date?

[QUOTE=Mirage;88558]Release date?[/QUOTE]

Between when I turn 18 and when I go to college, so I figure 6 months.

That actually looks pretty awesome, well done.

Some of us knew about because I found it on Reddit a few months ago lol. Looks quite cool.

I’m going to sticky this thread because heck yeah

bump

How’s this coming along?

It’s not.

Nah, it’s going fine. I’ll show you some progress soon if you want.

Great job downsider :slight_smile: +1 rep!

[QUOTE=Downsider;91416]Nah, it’s going fine. I’ll show you some progress soon if you want.[/QUOTE]

Yes please, it looks great!

Downsider’s progress: Removed OpenGL ES 1 and Software support because fuck that shit. OpenGL ES 2 all the way baby.

[QUOTE=Nalin;93715]Downsider’s progress: Removed OpenGL ES 1 and Software support because fuck that shit. OpenGL ES 2 all the way baby.[/QUOTE]

Well it was more like flipping a switch, I mean you must’ve noticed it was about 20 minutes between “OpenGL ES 1.1 sucks” and “there, upgraded to OpenGL ES 2.0”. I spent a lot of time on a rendering framework that supported all of those plus a software rendering fallback on a super low level for REALLY old phones, like it’s abstracted even at the rasterization level, but noooo, OpenG ES 1.1 isn’t allowed to support nice features that I need for paletting bodies.

Anyway, over the last few weeks I’ve been mostly making a sample server that demonstrates how to put together a Graal-like server, and in doing this making sure that the client and server both have a reasonable amount of built-in features to streamline development. I don’t really have time to do much with ZWO because of college and summer classes.

look see this is how far i got so far it’s a 2x2 Nmap (not gmap u guys lol.) and i show how it updates with the sdk

also here’s the script for the movement that’s in that video, it’s a bad port of a GS1 script that I did hastily so dont hate me.

http://pastebin.com/G7Lt44y9

[QUOTE=Downsider;93735]

look see this is how far i got so far it’s a 2x2 Nmap (not gmap u guys lol.) and i show how it updates with the sdk

also here’s the script for the movement that’s in that video, it’s a bad port of a GS1 script that I did hastily so dont hate me.

http://pastebin.com/G7Lt44y9
[/QUOTE]

This is simple amazing! Will you be able to reskin the buttons and such?

I’m liking this gamemonkey buisness, looks really easy to bind functions to objects crisp and cleanly. Can’t wait to play around with this myself.

Out of interest, can you provide an example of server to client and client to server script interaction, i’m interested to see how you’ve got it setup.

[QUOTE=tricxta;93739]
I’m liking this gamemonkey buisness, looks really easy to bind functions to objects crisp and cleanly. Can’t wait to play around with this myself.

Out of interest, can you provide an example of server to client and client to server script interaction, i’m interested to see how you’ve got it setup.
[/QUOTE]

triggerServer(weaponName,params…);
or
this.triggerServer(params…);

will then call onActionServerside in that weapon. You can pass arrays, tables, numbers, strings, file handles, and objects mapped to tables. You can also trigger back to the client with player.triggerClient(weapon, params…);

You can do the same thing in level NPCs too by using this.triggerServer(params…); and this.triggerClient(player, params…);

EDIT:

The script I posted defines the buttons and their actions, so you can really do anything you want from making an Angry Birds clone to a from-scratch MMORPG (And then release it on the AppStore) or just another Graal-style playerworld.

I LOVE YOU <3

EDIT:
I still hope you’ll release a PC/MAC version aswell. I’d be fine with a linux only version if you dislike making it for windows. :wink:

[QUOTE=Downsider;93755]
triggerServer(weaponName,params…);
or
this.triggerServer(params…);

will then call onActionServerside in that weapon. You can pass arrays, tables, numbers, strings, file handles, and objects mapped to tables. You can also trigger back to the client with player.triggerClient(weapon, params…);

You can do the same thing in level NPCs too by using this.triggerServer(params…); and this.triggerClient(player, params…);

EDIT:

The script I posted defines the buttons and their actions, so you can really do anything you want from making an Angry Birds clone to a from-scratch MMORPG (And then release it on the AppStore) or just another Graal-style playerworld.
[/QUOTE]

That’s great. This is the coolest thing that’s happened ever. This looks like on of the easiest tools to create an iPhone server. I’m gonna start making my own tileset and characters for an MMO right away. Also will the games be released on the own developers apple account or will it be like how gamemaker releases the games on their own account in the AppStore? I’m also wondering how much this will cost or will it be a royalty system?

[QUOTE=dylan;93762]That’s great. This is the coolest thing that’s happened ever. This looks like on of the easiest tools to create an iPhone server. I’m gonna start making my own tileset and characters for an MMO right away. Also will the games be released on the own developers apple account or will it be like how gamemaker releases the games on their own account in the AppStore? I’m also wondering how much this will cost or will it be a royalty system?[/QUOTE]

I doubt that many people will use the platform so should somebody make something they want to release we can work it out in a way that makes everyone happy.