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openorpg's Introduction

OpenORPG

OpenORPG is an online roleplaying game engine that runs on the web. It uses open-source tools to help developers create their own net dream on the internet and share with other players with little to no hassle. OpenORPG takes a modern approach to develop accessible games ready for the web.

Feature List

OpenORPG is being built up at a fast pace and this list will be changing and growing at a rapid pace during initial development. With all the rambling aside, OpenORPG supports the following features as of right now:

General Features

  • Pixel-based maps. Be constrained to a grid no more. Entities in your game world will have full freedom to move.
  • Multiple characters per account. OpenORPG fully supports multiple characters per account.
  • Chatting in-game. The world is socialable.
  • Rich world design tools.. Using Tiled as a map editor, creating towns, fields, mountains and dungeons for your game could not be much easier.
  • Quests. OpenORPG includes some basic NPC and quest interaction with more to come in future versions.

In the future

  • More advanced quest info would be benefical
  • Advanced UI customization
  • World statistics that can hook into various systems and record

Client

  • A web based client means your players will be accessible: Facebook, the web, a desktop client, mobile. If you build it, you can reach them.

  • Built entirely in TypeScript and based on the ever growing and popular Phaser, the client has access to amazing tools developed by something of the best growing open-source projects.

  • Use HTMl and CSS to design and create good-looking UIs -- no need to worry about propietary UI systems

  • Updates are instant -- using the HTTP protocol, you don't need to worry about it.

Server

  • Speed. We've built this server to be fast and modular. We want everyone to be able to develop on the lowest possible specifications we can. With growing technology, this has become possible with modern languages such as C#.

  • Accessible. We've made sure setup is easy and painless. Get started with little scaffolding and dive right into developing a great game.

  • Object oriented! In a world like today, what else would you expect, right?

Getting Started & Helping Out

We're still in the early stages. If something is missing, fork us and submit a pull request. If your request is beneficial to everyone and does not break existing functionality, we'll be glad to include it! This is a communtiy project.

If you would like to request a feature, please open a GitHub issue. Every issue will recieve consideration and feedback.

Finally, have fun and help the community grow!

Contributors

Without all of the people listed below, OpenORPG would not be what it is today. Each individual has contributed something major, helped with design, or contributed in such a way that has shaped OpenORPG. For a full list of contributors, check the GitHub contributos tap.

s0i: Thanks for your CSS design help and your eye for clean looks

Seth Jones (Helladen): Thanks for years of service to the scene, community, and offering design input.

openorpg's People

Contributors

hilts-vaughan avatar lodicolo avatar raymondjcox avatar meniacle avatar

Stargazers

Paul avatar Fabio Silva avatar  avatar  avatar 洛寒 avatar Niklas Berg avatar Suirad avatar Kyle Leng avatar Tomas Slusny avatar  avatar

Watchers

James Cloos avatar  avatar  avatar Suirad avatar  avatar

openorpg's Issues

Animation Desync

Animations do not start fast enough, and this causes a desync between when the player inputs for about 150-200 milliseconds before the sprite actually starts animating.

This also causes an issue where it will not start an animation if you stop before it starts animating, which allows you to press the same key and repeat the process to move across the entire map without animating a single frame.

How to run?

I dont see any releases, do I need to build the project in order to try it out?

Implement dialog actions

Dialog's should be able to complete certain step's, perform actions such as healing and the like. This will allow for rudimentary interaction.

Database security

Encourage DB security practices by adding documentation for creating new DB users and removing "root" as the user in the default App.config.

Perhaps even add batch and shell scripts for helping create new non-root database users.

Password Security

Currently there is no security on passwords, and plaintext is obviously unacceptable.

  • Requirements
    • Add salts to database
    • Hash passwords with salts
  • Recommendations
    • Secure the local storage of passwords, or remove password saving
    • Password recovery system that provides a key to change the password
    • Secure the client-server connection to prevent password sniffing
    • Secure the passwords client side so there can't be any password sniffing by the server/administrator

State of this framework?

Hello,

i'm a hobbyist gamedev with some background in C#/unity in making games and I've been doing a ton of research all day in looking to do a phaser-based RPG game on the web with a client-server authoritative architecture. I landed here through all my searching and it looks EXACTLY like what I was getting ready to start writing out by hand. Just curious what the state of the development is? Are people still actively working on improvements? I hope to contribute as I get familiar with things.

Chat Box Dummy Text Visibility

The default text on the chat box does not disappear after the chat box receives focus. It should of course be put back after losing focus, but it should lose visibility upon receiving focus.

Registration

Registration currently does not exist in any form.
Several methods of implementing this are:

  • Creating a web service of some kind (in PHP, Node, etc) for registration outside of the client
  • Add registration to the login/main menu, currently there is an HTML element to do so, but it is commented out
    • Requires adding registration request/response packets to the networking model
    • Requires adding registration logic to the server
    • Requires more elements to be added to the main menu for displaying server rejection and more logic to be added for handling a success

Feel free to suggest alternatives/changes to the above

Dialog links don't get sent up properly when some are hidden

Since the client uses the index relatively to decide what option to select, when an option is missing it is difficult to pinpoint exacts.

Option 1: Send indexes with the actual strings
Option 2: Send all options, but hide the strings that aren't available (bigger payload, exposes data?)

Update Phaser

Update Phaser to complete resolution fixes
As of writing this Phaser 2.4 RC1 has already been released

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