The Genecys Project
 
Welcome to The Genecys Project Tuesday, February 09 2010 @ 01:43 PM 
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 About Genecys 
An Open Source Multiplayer Online RPG ( MMORPG ) which places an emphasis on having an intricate AI for the NPCS, to enhance the player experience. It is released under the GNU/GPL license.

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 Older Stories 
Thursday 16-Sep
  • Weekly Update (0)

  • Friday 27-Aug
  • Weekly update (0)

  • Monday 23-Aug
  • Fiddling with map generator (0)

  • Thursday 19-Aug
  • Herding pigs (0)

  • Tuesday 17-Aug
  • Working on NPC AI (0)

  • Monday 16-Aug
  • New Homepage (0)
  • Combat System (0)

  • Thursday 22-Apr
  • Added i386 RPM for Genecys Client (0)

  • Monday 05-Apr
  • Genecys 0.2 Alpha Release (0)

  • Tuesday 30-Mar
  • FreeSOLID Integrated (0)

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     What is Genecys? 
    Genecys is a 3D multiplayer online RPG. It is designed to be a purely dynamic, large open environment for players to explore and play out a life however they wish. The environment will evolve through interactions between the NPC AI, and the players over time. The primary goal of the game is to provide an open-ended play experience for all involved, with no set goals or jobs that must be completed. If the player wishes to be a simple farmer, he should be free to do so. The game is a third-person perspective 3D game written in C. The Genecys MMORPG is released under an open source GNU/GPL license.

     A small media update View Printable Version 
    Thursday, February 17 2005 @ 02:54 PM
    Contributed by: agp1183
    Views: 1448

    Genecys NewsToday we have a small concept art update, with a few new beautiful concepts done by Joe and our newest artist, Jon Hoffman. Keep up the good work, guys! You can see the concepts here. BTW, im agp1183, so far sort of the head of the art department here. This is my first news post, I hope to keep you guys informed about all the Genecys art, as well as Garbled. So expect more frequent updates in the near future! Feel free to contact me or Garbled with any questions, comments or if you would like to help out!





     Weekly Update View Printable Version 
    Thursday, January 27 2005 @ 10:31 PM
    Contributed by: garbled
    Views: 1673

    Lots of progress on the server over the last two weeks. The last few weeks I've been working on making combat functional in the game. I've written a barehanded combat system, as well as enchanced the weapon-based combat system. Using the new treaure system that was recently completed, I am now able to automatically assign skills to both new players, and monsters. This allows the orcs to fight back finally, once I started swinging at them.

    Additionally, I've begun a little more work on the skill engine. I have the basics of an EXP system working, you now recieve EXP for combat, and killing. I've also written the framework for item crafting skills. Hopefully next week I can get basic item crafting skills working.





     Weekly Update View Printable Version 
    Thursday, January 13 2005 @ 10:04 PM
    Contributed by: garbled
    Views: 2735

    With the holidays, I have been a bit behind in updating the site. However, I have been making progress. I completed work today on a treasure system for the game, which allows us to automatically assign treasure and skills to any game object, like monsters for example. This finally makes it possible for orcs to load into the game, armed with weapons, and the skills to use them.

    In addition, I've updated the concept art gallery. Go check it out!





     Weekly Update View Printable Version 
    Wednesday, December 22 2004 @ 11:41 PM
    Contributed by: garbled
    Views: 1741

    Not much to report on the coding front, have just been fiddling with some ideas in the engine and testing a few things. However, this has been a big week for artwork. We now have 4 concept artists rapidly plugging away with ideas for monsters, scenery, and objects for the game. This is a very exciting time for us in the project, and I reccomend you check out the concept art gallery right away. (Use the link on the right side of the page under "Resources").

    Additionally, I have added a forum to the site. This is a place where we can discuss various aspects of the project, and use as a general meeting ground to hash out ideas.





     Weekly Update View Printable Version 
    Thursday, December 09 2004 @ 11:07 AM
    Contributed by: garbled
    Views: 1717

    Did some minor work on the engine and client this week. Mostly hunting down a few bugs in the client, and a few tiny memory leaks. Not too much to speak of this week on the coding end.

    However, we do have a new concept artist on the team. He has provided a bunch of concept art for bipedal races in the game. You can go check out some of his work on the Concept Art Page. His name is George Dabrowski, check out some of his excellent work!





     ODE Integrated into Genecys View Printable Version 
    Wednesday, December 01 2004 @ 11:23 AM
    Contributed by: garbled
    Views: 3386

    As of today, the Genecys Project uses ODE http://www.ode.org for it's physics and collision engine. This change provides a marked improvement in the overall functionality of the physics. ODE solves a number of problems that the built-in physics engine couldn't handle well, such as objects rolling down hills, objects bumping into eachother, and players being able to walk on top of objects.



    read more (178 words)

     Weekly Update View Printable Version 
    Friday, November 26 2004 @ 07:50 AM
    Contributed by: garbled
    Views: 1452

    This week showed some excellent progress on the physics engine. Have basic character movement and collision with field and moving objects pretty much working as well as, and in some cases better than the old FreeSOLID stuff. At this point all that is left is reworking a bit of the map loading stuff, so objects are transitioned from map to map as they cross map boundaries. In addition, I have finally implemented dynamic loading of maps, and put in the framework for dynamic unloading of them, allowing the game to swap them in and out as needed.





     Weekly Update View Printable Version 
    Sunday, November 21 2004 @ 10:21 AM
    Contributed by: garbled
    Views: 1634

    I'm a little bit behind on getting the engine fully functional with ODE. Right now I'm working on getting a nice, fluid character control working again. The old engine, while clunky, made it much easier to move the character around. Unfortunately the old engine made it unreasonably difficult to do things like walking on top of another object. ODE makes that easy, but at the price of being more difficult to get character control running smooth. However, progress is being made, and currently I have the character mostly walking correctly, though it currently cannot strafe or walk backwards.





     Weekly Update View Printable Version 
    Friday, November 05 2004 @ 02:58 PM
    Contributed by: garbled
    Views: 2036

    This past week has been spent testing and integrating ODE. I spent the first few days seeing if ODE was the correct solution for Genecys. As it turns out, it's pretty much ideal for what I was tring to do before by hand. I could have saved alot of time if I had known about ODE sooner.

    Most of the rest of the week was spent converting the server to use ODE rather than FreeSOLID and the builtin physics stuff. At this point static models are about 80% functional under ODE. I plan to work on special cases and animated models (PC's and NPC's) next week.

    Once the server is reasonably funtional with ODE, I will commit the vast body of work. I estimate 2 more weeks for that.





     Weekly Update View Printable Version 
    Wednesday, October 27 2004 @ 11:24 AM
    Contributed by: garbled
    Views: 1684

    While admittedly these updates have been less than weekly, I'm still trying to do them as much as I can.

    The past few weeks I've been working on generating a realistic sky for the client. This involves making the sun/moon revolve around the earth properly, and transmitting that data, as well as the time of day to the client. The client now generates a decent approximation of night/day. I'll include a small example screenshot, though there are still a few minor bugs to work out, and the textures used for night/day/clouds/celestial objects could be made better. I simply whipped them out in the gimp really quickly to test the code.

    It's taken me awhile because I've been under the weather alot lately. First I got a nasty flu, and this week I had my wisdom teeth out.. so for about 2 weeks no coding took place.

    Next week I intend to take a stab at revamping the physics engine and collision, which have both been a thorn in my side. Someone pointed me at ODE http://www.ode.org I think this might be promising, and I'll spend the next week or two fiddling with it.





     How can I help? 
    We are in need of any of the following:
    • 3D Mesh artists
    • 3D Animators
    • Someone to oversee the media repository
    • C programmers to work on the server core
    • C programmers to work on the client
    • A Windows programmer to port the client to Windows
    Contact garbled, or drop a line on the development mailing list if you are interested in helping out. Beta testers are not needed at this time, but you should feel free to download the source and try it out.

    In addition, we usually hang out on #genecys on irc.freenode.net. We aren't allways online, but if you just want to drop by and ask some questions, or get to know us, feel free.


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