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Barony Open Source Release
C++ CMake HTML
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WALLOFJUSTICE Merge pull request #456 from WALLOFJUSTICE/dev-jan
* fix editor not having different config build names
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VS-includes * more VS stuff Mar 29, 2020
VS.2015 * fix editor not having different config build names Mar 29, 2020
VS First commit Jun 28, 2016
cippie-devstuff * Missed two files in appending .txt extension. Oct 23, 2016
cmake/Modules * Added PhysFS support for MacOS. Static link it only! Apr 24, 2018
lang * lang file update Mar 29, 2020
src * fix spacing on lobby flag list Mar 29, 2020
BaronyEditor_Icon256x256.png First commit Jun 28, 2016
Barony_Icon256x256.png First commit Jun 28, 2016
CMakeLists.txt * stop CMAKE auto generating config.hpp file for windows - we're usin… Mar 29, 2020
CONTRIBUTING.md Remark about translations and VoxLap models. Jan 29, 2018
EDITING.txt First commit Jun 28, 2016
GPL.3.0.txt First commit Jun 28, 2016
INSTALL.txt * Update INSTALL.txt for PHYSFS install instructions Aug 24, 2018
LICENSE.SDL2_ttf.txt First commit Jun 28, 2016
LICENSE.freetype.txt First commit Jun 28, 2016
LICENSE.txt JSON stuff Jan 12, 2020
LICENSE.zlib.txt First commit Jun 28, 2016
README-SDL.txt First commit Jun 28, 2016
README.original.txt Updated README Jun 28, 2016
README.txt Fixed my name in README.txt. Mar 12, 2018
barony.icns First commit Jun 28, 2016
barony.ico First commit Jun 28, 2016
editor.icns First commit Jun 28, 2016
editor.ico First commit Jun 28, 2016
gamecontrollerdb.txt + Controller mapping database. Sep 5, 2016
playernames-female.txt Fix some text files Jan 11, 2020
playernames-male.txt Fix some text files Jan 11, 2020

README.txt

Well here it is, as promised: the open source release of Barony. Keep in mind you still need a purchased copy of Barony to play this. I'd recommend that you thumb through all of the included text files to get a feeling of other things you'll need to build the game and check out the included licenses as well.

Many thanks go to Ciprian Elies for his original contributions to the game code, as well as for the build systems, config files, and support libraries that he developed for the project over the years. In the future, he plans to head up development on some new stuff for Barony, so keep an eye out for that.

This project was a first for both of us in many ways and it shows. Since all of the original code was written in C and hastily converted to C++ in the past few months, experienced C++ programmers may be horrified at some of the kludge we had to write to get some of the more basic systems working properly. There's not a lot of module organization either since I didn't understand how to properly write projects that scale when I started the code three years ago. Prepare to deal with lots of global variables that get used all over the project indiscriminately.

Despite the project's shortcomings, I'm reasonably proud of how the end product turned out. Writing good games is about more than just writing good code, though I guarantee we'll be taking all of the lessons learned from Barony into our next project.

I'm not sure how many people will be interested in working on this, and it may take a while for anything substantial to get going here, but I'd be pleased to see some coordinated efforts take place on this code sometime in the coming years.

Some project ideas:

 * Add an extra hard mode to the game.
 * Add a dungeon with infinite levels.
 * Create a dedicated server.
 * Multithread the packet handler.
 * Multithread the entity logic.
 * Add script support for entities and items.
 * Add persistent levels and servers.
 * Add fully 3D physics and world geometry.
 * Renovate the OpenGL code to a modern standard.

Have fun,

Sheridan
June 27th 2016
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