Programming an MMORPG in C# with XNA gets a Co-Author!

by Jeromy Walsh 8. June 2009 15:27

I'm pleased to announce that the well-known and well-respected developer Jim Perry (aka Machaira) will be joining me in authoring the book and implementing the engine for Level-Grind Online.

For those unfamiliar with Jim he spent 3 years as a programmer in the game industry from 1999 to 2002. Now he primarily writes .NET business applications by day and dedicates himself to the XNA and game development community at large by night.  Among Jim's most well known achievements and involvements are:

  • Microsoft XNA/DirectX MVP
  • IGDA XNA/DirectX Forum Moderator
  • GameDev.net Moderator
  • Author of "Role Playing Game Programming using XNA Game Studio 3.0"
  • Author of "Essential XNA 2.0 Game Programming"

Having Jim work on this book and engine with me is a great honor.  Thanks Jim, let's make it a good one!

Discuss this news item Here!

Status Report, New Lead, and More Concept Art

by Jeromy Walsh 11. March 2009 09:50
Over the weekend I held a writing competition to see who would be the Lead Story Writer, three people submitted back stories of the potential kingdoms.

Ultimately Meg (aka Wimble) was chosen as the Lead Story Writer. Her story, and the stories of the other writers can be found On Our Forums.

Additionally, we've now settled on 5 Unique Civilizations based on biome and adaptations. As with most games, your chosen "race" or starting civilization will provide your character small stat bonuses and racial abilities. For PvP there will be two factions, each made up of two civilizations, and a neutral civilization who can either abstain from PvP or play both sides as desired.

There's also been further concept art submitted. Below is early concept art for the Druid class and the Witch-Hunter Prestige class.




LGO Update & New Team Member!

by Jeromy Walsh 5. March 2009 09:49
Hail All!

Just wanted to post an update. The community members of Level-Grind Online have established a working backstory and have defined histories and game-play for the three spell-casting base classes. In addition, we have defined the mechanics for class customization which will be used by all base classes.

We feel we've made great progress and are looking forward to presenting more information shortly. At present, we are moving on to the remaining three base classes and are turning our attention to the histories and places of interest within our World's borders. We are always looking for talented and imaginative writers and designers but are especially looking for a Concept Artist to take over Lead and begin creating comps for the various classes, races, and locales.

If you're interested in more info, check out our forums at:

LGO Forums

In the mean time, I wanted to announce the addition of a new team member, Bryan Roessel.

Bryan Roessel - Lead Designer (Gameplay Mechanics). Bryan is a science teacher with an undergraduate degree in physics who's life-long passion for games had him writing text-based RPG's and board games as early as the 5th grade. As technology advanced, Bryan joined the modding community making maps for StarCraft and other games. By his high school years he was no longer satisfied with the constraints of other games and took a course in C++ programming which allowed him to build his own 2D tile-based RPG. Bryan and his friends then moved on to make elaborate implementations of games such as Risk and Puerto Rico; adding exploration, combat, and unique game mechanics. Since then, Bryan's been teaching himself PHP, hacking together web-based multi-user environments.

Welcome to Level-Grind Online

by Jeromy Walsh 27. February 2009 09:30

Welcome All!

Level-Grind online is a 3D open-source, "Sword & Sorcery" style MMORPG being developed in combination with the book Programming an MMORPG in C# with XNA. It has been in development for approximately 6 months, and aims to accommodate many of the same features present in modern MMORPG's. This is being done in an attempt to demonstrate the process of developing a complete MMO using contemporary languages and tools.  

Among the planned and available features are:

  • Chat Channels
  • Classes
  • Special Abilities
  • Tech Trees
  • Skills
  • Races
  • Combat System
  • Trade
  • Professions & Crafting
  • Equipable Items
  • Inventory
  • Banks
  • Auction House
  • Instanced Dungeons
  • Arenas
  • Dueling
The Client, Server, and Networking code are currently in development and are limited to a select number of individuals.  However, upon the release of Programming an MMORPG in C# with XNA, updated client/server binaries along with the complete source code and all assets for the game will be made available under the Microsoft Permissive License

Technology:
Client Platform(s): Windows XP/Vista
Server Platform(s): Windows XP/Vista/Server

Client/Server development will be done using Visual C# 2008 Express Edition/XNA Game Studio 3.0
Client Input, Audio, and Graphics: XNA 3.0
Networking: Custom message protocol delivered over UDP via the Lidgren Networking Library.
Database/FileIO: SQL Server 2008 Express Edition
Scripting: Run-Time bound C# using .NET 3.5 CodeDOM & Reflection

Current Team Members & Responsibilities:
Jeromy Walsh - Lead Programmer & Producer. Jeromy has been a hobby game programmer for almost 15 years now and an industry professional for almost 8. He's got credits on 4 published titles including games from Vivendi, Atari, and Lucas Arts. In addition to his game programming experience he is currently acting as the President of a software company.

Bryan Roessel - Lead Designer (Gameplay Mechanics). Bryan is a science teacher with an undergraduate degree in physics who's life-long passion for games had him writing text-based RPG's and board games as early as the 5th grade. As technology advanced, Bryan joined the modding community making maps for StarCraft and other games. By his high school years he was no longer satisfied with the constraints of other games and took a course in C++ programming which allowed him to build his own 2D tile-based RPG. Bryan and his friends then moved on to make elaborate implementations of games such as Risk and Puerto Rico; adding exploration, combat, and unique game mechanics. Since then, Bryan's been teaching himself PHP, hacking together web-based multi-user environments.

Meg Maloney - Lead Designer (Story). Meg is an experienced writer and an avid gamer. She has been DMing tabletop RPG games since she was introduced to them as a teenager. She has won several awards for her writing, including the Level I Gold award for Poetry from the National Foundation for the Arts in 2003. In addition to her current work for Level-Grind Online, Meg is also assisting team member Bryan Roessel with his current browser-based game project.

Cameron Degraw - Gameplay Designer. Cameron has been an avid, life-long gamer since his early childhood. He has spent countless hours both playing and modifying games. While he's a fan of nearly every genre his past experience is in modding and scripting Half-Life, Starcraft, and various RPG's. He has spent his free time over the last few years working as a game designer on various community projects.

Previous Work by Team Members:
Dungeons & Dragons: Dragonshard, 2005 Atari, Inc
Mercenaries, 2005 Lucas Arts
Star Wars Battlefront, 2004 Lucas Arts
Lord of The Rings: War of the Ring, 2003 Sierra Entertainment

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