JiGS- The Drupal MMORPG and Trading Game engine

Yes, After a long hiatus and a totally new rewrite , the MMORPG is soon ready for release as well as the open source codebase. 
Set in a post-apocalyptic wasteland, 50 to 100 years after a civilization ending battle between humans and superheroes on one side and AI on the other.  The apocalyptic event that  ended both the planet's final limited resources and the war itself was triggered by the exiting of the richest man on the planet, off the planet to Mars in one of his many rockets.

JiGS Update - October 23

It's been eight months since I finished my posts on architectural decisions. 
 
Since then it's mostly been a process of building out from there.

Recently I added the ability to drag and drop objects from backpack to storage in the inventory section of the game using vue draggable.

A modular Drupal RPG and Trading Game engine - Wk 4 of 4

For the final week of developing the process pipeline. I copied all the config files, made some databse backups. Upgraded to Drupal 10 and extended the Claro Admin template so I can clean up the paragragh types.

At this stage I can start adding random stats as fields and entities as Content types or Paragragh types. For a level designer I think Drupal makes the perfect content manager.

A modular Drupal RPG and Trading Game engine - Wk 3 of 4

I've built out the Map-Grids as cities with attributes and unlimited buildings as paragraphs.

I now have
* a game content type: 1 single instance of it per website.
* Map-Grid content types whch are populated by Buildings via paragraphs.
* NPC content types and game Items as content types.

A portal is a particular building type that when touched (collided with) allows transition from one Map-Grid to another. This could be moving inside a building, moving underground or traveling to the next city.

A modular Drupal RPG and Trading Game engine - Wk 2 of 4

From the single behat feature I created a game loop with 2 variables: health and strength, with attack being computed on the fly based on dice rolls.

I've built out the player profile for testing. I've experimented with players have weapons as paragraphs, which in turn are made of materials as paragraphs (to enable crafting).

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