Rise of Heroes is a massively-multiplayer online role-playing game (MMORPG) that takes place in an ever-evolving fictional fantasy world.
Players will get to create their own Avatar, and experience a magical virtual world. The player can complete quests, fight monsters, explore the world or even do some crafting.
Here is a list of just some of the things that make Rise of Heroes so unique:
• Aging System
NPCs will age over time and eventually die.
• Contract System
Players will be able to hire and pay each other to do certain tasks/jobs for them.
• Dynamic Quests
These are quests that NPCs randomly make up based on what‘s happening in the world, if someone is in trouble nearby then an NPC will generate a Dynamic Quest to help that someone.
• Weekly Quest
Each week in the game an optional quest will be offered to every player in game, they will have great rewards but only one person can get the reward and once someone completes it, everyone will be teleported back to where they where before they accepted the quest.
Every staff member will sign a contract which will guarantee them a share of any profit the game may make. We realize that back-end payment is never the most exciting option for a developer but do believe that this would be an exciting project for anyone who is looking to break into the video game industry.
2D Artists (2 positions available)
• Create concept art and textures for in-game and promotional use
• Have experience with Adobe Photoshop (or any similar art program)
• Skill level up to industry standards
3D Modelers (2 positions available)
• Create in-game models including buildings, weapons, foliage and many other items
• Create both human and non human characters
• Being able to animate and texture models is a plus
• Ability to create 3D models in any of the following file formats: 3DS, MAX, OBJ, DEA
• Skill level up to industry standards
Animator (2 position available)
• Animate characters in a realistic way
• Good understanding of both human and non human motion
• Skill level up to industry standards
C++ Tools Developer
.*Design and Develop tools for Object Placement, Particle Effect creation, and Terrain editing
*Work with the Art Department to add the features needed to make their jobs faster
*Train Team members in using the tools
*Understanding of C++, Ogre3D, and a GUI library
*Good team player, able to work over the internet, Self Motivated
• Writers to continue the story for the game
• World Designers to create maps
• QA Testers
Name: Nel (Ryzom Core)
Graphical User Interface¶
The GUI system allows for easy creation of user interfaces using an xml based format for layout, and features support for all the common interface controls, as well as scripting through Lua script.
It is possible to customize the graphical look and feel of the user interface. The interface controls adapt to the size of the graphics. Textures are packed together, using the interface build tool, in a large sprite sheet, which minimizes draw calls, resulting in high performance.
In order to allow for localized versions of the game in languages with varying character sets, Unicode fonts can be used. Text characters are rendered on demand in the font manager's character cache, so it is not required to build font sprite maps in advance, and your dialogue writers do not need to worry about missing characters. This also makes it possible to use any character in a font at any font size.
Interfaces can be created inside resizable and movable windows with a titlebar, which can also minimize the window to show only the titlebar. Transparency effects can be used to bring specific windows into focus or out of focus into the background.
All the common interface controls, such as buttons, labels, text boxes, combo boxes, checkboxes, and so on, are available.
A flexible general purpuse web browser component is available, which can be used for easily making more dynamic interfaces such as forums and help pages available ingame. The web browser allows you to use most basic html tags, including images, as well as to invoke client side Lua scripts.
The interface also includes a small music player, with support for common audio formats and playlists, allows the user to play his own music in the background.
All actions in the user interface can be bound to client commands and Lua scripts, through action handlers, which can be specified in the client code. Content displayed in the user interface can be dynamically linked to the client's network variable database using conditional expressions.
Keyboard shortcuts can be dynamically assigned to the action handlers.
Ryzom Core offers a higly optimized and proven cloud-based networking architecture.
Multiple physical machines can be used together to run a single shard, spread over multiple services. Read more on the service architecture here.
The connection between client and server runs over a bit-packed, bandwidth limited, fixed time rate UDP connection, with full support for packet loss management.
Up to 255 entities are propagated over the network connection in realtime under dial-up bandwidth constraints. This allows for large scale events, such as invasions and guild versus guild fights.
Variable data is easily shared between the server and a client, through a tree structured network variable database, that is specified through an XML file. Entries in the database can have conditional expressions attached to them, that allow Lua scripts to be called when one or multiple variables are updated to a specific or any state. It is also possible to link these variables directly into the user interface. The entity properties are also accessible through this database.
Static text strings are assigned a unique integer identifier, which can be used in the network communication to efficiently reference a string. The client can asynchronously request a string from the server to be displayed in the user interface as soon as the client receives this string. The database uses these identifiers wherever strings, such as player names, need to be sent to the client.
All direct event messages between server and client are specified in an XML file, and sent over the network using a unique id of minimal size. The version of this message structure file is verified upon connection of a client to the server, so that a client with a different version cannot connect. Messages that are lost over the UDP connection, are automatically resent. Large messages are automatically split up into multiple messages, which are spread over multiple packets, to stay within the bandwidth constraints.
The sound system can be graphically debugged from ingame, which allows you to see all the source voices which are currently playing, as well as the bounding boxes of environments, and portals for occlusion and obstruction effects.
Write text here: Crafting.
Write text here: Merchants.
Write text here: Guilds.
Write text here: Teaming.
Write text here: PvP.
Write text here: Harvesting.
Write text here: Magic.
Write text here: Guns.
Write text here: Swords.
Write text here: Missions.
Write text here: Knowledge Encyclopedia.
Write text here: Bricks, Spells, etc.
Please contact us if you want any more information (screenshots, art, design document, story snippets etc.. etc..) regarding the game. Since we do not wish to reveal to much of the game (or share screenshots and art) publicly at the current time being.
There are some important dates coming up between now and August 1st:
May 15th 2010: The First build of the client will be available for download for our first round of testing.
Saturday May 22nd - Our first planned Test the main focus will be to test out multiple connections to the server.
Saturday May 29th - Our 2nd test. The focus will be to test out World Chat and Movement.
Saturday June 5th - Our first test of the PvP combat system.
All testing dates could change but as of now this is the time table we are looking at.
Hope to see you all on our forum and in game as we celebrate this milestone in the development cycle of RoH!