Project ZoSo
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project zoso is OPEN SOURCE

Get updated on the latest progress on my MMORPG game project...
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Project will be available for FREE

9/9/2016

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Repository
  • Server Repository
  • Client Repository


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Thank you and I hope you do something amazing with this product.
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Upcoming Release Features

11/12/2014

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Thank you for all the purchases. I have decided to maintain the product after several requests from you all :) Please use the poll to select what feature you would like to see in the upcoming release (most likely end of this  month) and again thank you for all your support.
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Update 15 - Social

2/26/2014

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Small update. Finished the social system and cross server grouping. Players can now group with players from other zone servers. Group and social systems are handled separate server. Here is a list of all the updates:

* Social System (Friends)
* Cross Server Groups (Able to group with players from other zone servers)
* Optimized server
* Improved Server Stability
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Update 14 - World2World

1/22/2014

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Not much in this update except the world to world system. The way the world to world system works is each zone gets its own server and players have to go through a portal or doorway to enter other zones. There is so seamless zone transition, yet, and I do not have any plans for them at the moment but that is something for the future. I am currently working on the guild feature and other small stuffs which I haven't added yet like gears and so forth will be available in the next update
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Update 13 - Collision System

1/8/2014

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This video shows the new collision system which uses the DigitalRune physics library. The game itself is not physics based at the moment so the server uses only the collision system. I am also working on my own collision system. I also added a basic GM feature. Here is a detailed list of all the changes:

* Server Collision System
* New Icons
* Improved mini-map system
* GM System
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Physics Update

12/16/2013

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So I have been doing some R&D work on various Physics engines to use for my project. Here is a breakdown of the engines I have used so far

PhysX.Net - My first choice. A wrapper to the in-famous PhyX Engine by NVIDA. It is also the same physics engine used by Unity. It is an amazing engine and I got pretty good results. However, when I tried to run it inside Photon I ran into various problems (typical problems you would encounter using a wrapper). When creating the Core from multiple zone servers I ran into domain issues and the wrapper had some internal bugs which made me give up that engine.

DigitalRune - My second choice. A physics library written in managed C# code. It is a great engine and gave very good results. Unfortunately it requires you to purchase a license for commercial projects. I was given a free non-commercial license. If I am able to finish the project and release it I will be choosing this engine in the end.

BEPU - My third choice. An amazing physics library. The good thing about this library is that it is open source. I got amazing results from the engine performance wise. Its got a good documentation and tons of demos to get you started. I was able to learn the engine in less than a day. It is very easy to understand and work with. This is what I am using for the game at the moment. Since I said that I will (maybe now) be using DigitalRune for the game I decided to design a general purpose physics class in my game so I can change whatever physics engine I need to use at will in the future without modifying anything else other than the physics class.
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How to setup the server

8/5/2013

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Are you having trouble setting the project? Follow this guide in order to learn how to setup the project properly so that you can run in your system.

​Send me a contact request if you have issues getting the project up and running ...

Read More
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Update 12 - State System

3/25/2013

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This video shows the new state machine of the server and the new movement system which unlike the old one accounts for client lag inside the server also movement-prediction inside the client and replaced the capsules with models which I grabbed from the asset store. Here are a list of changes

* New movement system
* State-machine (character animations also)
* Character creation (no customization as of yet)
* Good bye capsules
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Character Creation (WIP)

3/21/2013

8 Comments

 
Picture
Hey all, getting ready for the next video. Finished state machine in the server (character animation and all), re-write of movement system to compensate lag plus I am working on a character creation window. Here is a peek, let me know what you guys think of it. Any feedback is appreciated or anything I should change to make it better, after all I am not a pro GUI designer :P
8 Comments

Update 11 - New UI

2/16/2013

2 Comments

 
It has been almost an year since my last game update, I couldn't allocate time for the game since my school and work gave me a tough schedule but I have been progressing slowly. Spent tons of time optimizing the server and designing new GUI. Here is a list of changes

* New UI
* Login and basic character creation
* New icons
* New loot system
* Mouse icons for interaction
* Improved chat, combat, party systems
* Lootable chests
With this video, this is the only update which contains assets which are entirely of my own creation. Your feedback is much appreciated :)
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