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The Yserbius Project
Current Project Mood:
Pretty Good

What is the Yserbius Project? The project is being undertaken in C#, music will be provided via the OGG Vorbis codec, dungeon graphics will either be handled by the Tao Framework using OpenGL or some open source game engine like the Axiom Engine . The networking aspect is being handled by TCP/IP sockets. All character information, etc. is going to be stored server side in a Microsoft SQL database and be integrated with Xensoft.com's database.

How can I connect to the server? Unfortunately at the moment you can't. This project is not designed to get the old Yserbius we know and love to work on-line. It is a recreation of the game from scratch. That means you will need to have a copy of the client that I'm developing and the client hasn't reached a point where it is ready to be distributed.

How can I help? I'm not looking for any help coding the project right now, if I need anything I'll make sure to post it in the forums. Other then that I really appreciate hearing that people are still interested in the project, helps keep me motivated more than anything else. So if you're interested in seeing this project move forward please post in the forum, send me an email, or make a small donation. Thanks!

Doing my best to keep this section up to date with my progress so check back often and let me know what you think.

Current mainline development statistics as of 06 Jul 2005 16:59 -0700
Total Lines: 18806; 14172 executable (75.35 %)
Total Pages: 284.93; 214.72 executable
Revision r39 by westlund on 01 Jun 2005 16:53:43 -0700
Stored on Subversion 1.2.0

If you like what you see please make a small donation. Help me share the burden of bandwidth, hardware, software, time, and sanity.


Anything New
Posted 03 November 2006 11:38:42.000
So the OpenGL client is starting to take shape. Things may or may not snowball to a point where I can pick up a lot of the previous clients code. We'll see.

I Can Read...
Posted 04 June 2005 21:23:36.000
One of the biggest stumbling blocks to implementing leveling is the lack of a sizable dataset to analyze for the way the different races and guilds stats grow as they level. Towards that end I sat down today and put together a program that can "read" images and translate the numbers it finds into strings. The screenshot shows my test application. It loads the top image from file, uses that to build its reference information, partially displayed below that. It then loads a second image shown below that and translates it into a string that it places in the textbox. I'll refine the code a bit more and then I'm going to write a program that will "play" Yserbius and create screenshots for this program to pull data from.

Skills!
Posted 01 June 2005 15:09:27.000
Redid the sockets code a bit and moved some classes around. I also added code to give a character spells and skills when they level. Screenshot shows a test character at level 8. Right now I've only got the values for Barbarians coded in, I'll add the rest and then commit the changes.

New Tools
Posted 26 May 2005 17:50:59.000
The beta version of Visual Studio .NET 2005 and SQL Server 2005 arrived in the mail today, putting both on my developement machine. We'll see what kinds of improvements v2.0 of the framework holds.

Level Up
Posted 08 May 2005 17:53:41.000
On the client side of things, when you enter the Guild Hall and have leveled it will announce with the nifty brown messagebox. On the server side of things I've started implementing some of the math behind character leveling. So far it only checks to see if the character needs to level, how many levels they recieve, and finally how much experience until their next level.

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