Ileor — More Details
I thought I would write about what exactly our vision for Ileor is at the moment. We are just a pair of geeks working on this on our spare time so we are initially going to be aiming relatively low for it. Here are some of the features we currently have in mind:
- Tile based maps (square tiles). I actually like this method as it gives a very simple representation of the world. No ugly physics, 3D collision detection etc.
- Movement within and between maps (we are using two blank test maps for now). We will be using the A* pathfinding algorithm for movement. Portals placed on the map will allow for movement between maps. Movement within maps is currently working using a crude algorithm.
- Chat. This is pretty much a basic feature in MMORPG’s (perhaps not true for weird, exotic ones, but we’re not going there for now!). We hope to implement public and private chats. Most of the framework for this is there. This should be up soon!
- Initially, work with a text client. This just seems the easier way to do things until we have a decently developed server. We will work on a graphical map editor and client after that. I am going to try for a 3D one, but if it turns out to be too much of a pain, I’ll stick to 2D (SDL looks pretty good and is cross-platform).
- Simple server architecture. This is the most important goal for us. We do not want to bog ourselves by over-designing everything. We are sticking to a simple object-oriented design (C++) and using the Enet library for our networking needs. We are fans of reuse and will stay away from reinventing wheels and code
That pretty much sums up the initial development goals for Ileor. We will update the milestones as we complete them! Until then, here is a teaser of what we have working at the moment:









