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:

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