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Rise of Legions is a hybrid of MOBA, tower defense and deckbuilding - with fast-paced, easy-to-pickup tug-of-war strategy. Play solo or bring a friend for co-op or 2v2, collect cards, build your deck and crush your enemies.

License: GNU Affero General Public License v3.0

Pascal 98.15% Batchfile 0.01% HLSL 0.68% G-code 0.03% SCSS 0.87% WebAssembly 0.02% Scheme 0.26%
game strategy-game delphi moba steam-games card-game gamedev multiplayer-online-game rts 3d-game

rise-of-legions's Introduction

Rise of Legions

Rise of Legions is a hybrid of MOBA, tower defense and deckbuilding - with fast-paced, easy-to-pickup tug-of-war strategy. Play solo or bring a friend for co-op or 2v2, collect cards, build your deck and crush your enemies. It can be played on Steam for free.

Teaser Image

Why is this game open source?

As we are passionated programmers we know that you are often curious about how something has been made. A lot of software looks like it is something you could never code, but everyone is cooking with water, but some only have a lot more cooks ;) We want everyone to be able to explore our code base how things are made and maybe find something interesting or inspiration that you only need passion to also deal with big projects. As we are still running Rise of Legions on Steam as a real product, we of course ask for a responsible use of everything in this repository. Moreover we only reveal our client and game server code. The master server code and supporting stuff will remain closed source as long we can keep the game live to everyone to enjoy :)

How to use?

  • Clone the repository and open the file BaseConflictGroup.groupproj in Delphi (we used Delphi 10.1 Berlin, other versions are not tested, but it should run on 10.4 we heart)
  • With 10.1: The built-in DirectX-Headers contains some bugs, which has been fixed by us. Ensure to include the directory FixedDX11Header in your project, so the fixed WinapiD3D11.pas is used. Additionally you need to copy the FMX-Source-Files (from Embarcadero\Studio\18.0\source\fmx) into that folder as well to compile them with the patched api headers. Apply the diff FMX.Canvas.D2D.diff to the respective file.
  • With 10.4+: Delete the WinapiD3D11.pas from the FixedDX11Header directory, remove the line FMX.Canvas.D3D.TCustomCanvasD2D.LoadFontFromFile(Path); from Engine.GfxApi. There won't be custom fonts, but it should compile and work then.
  • Unpack the Music.bank.zip in Sound/Banks (too big for GitHub)
  • Compile the game server and start it
  • Compile the client and start it. The client should automatically connect to the game server and a sandbox game should be running.

The engine was written by ourselves and is publicy available on Github too. Have a look at it for more hints and information.

Fmod project

Thanks to Michael the whole Fmod project is Open-Source too, so interested audio enthusiast can have a look under the hood of the games sound handling. You find it on GitLab.

Credits

The game was developed by Broken Games.

Art by Sebastian Adomat www.artstation.com/art-o-mat

Model Animations by Jennifer Jason www.jenniferjason.de

Sound Effects by Michael Klier www.michaelklier.studio

Music by Julian Colbus www.mediacracy-music.com

Publishing by Max Dohme www.crunchyleafgames.com

Everything else by Martin Lange and Tobias Tenbusch

Where does the name "Base Conflict" come from?

Base Conflict is the project name of Rise of Legions, we initially started with. Later on we decided that it did not fit the theme of the game well as it was too military and looked for another name. A half year later we found it, naming can be hard :)

License

The code base of Rise of Legions except the engine is licensed with: License: AGPL v3

The engine and its license and dependencies can be found on Github too: https://github.com/BrokenGamesUG/delphi3d-engine

All other files (graphics, soundseffects, etc.) are licensed with: License: CC0

rise-of-legions's People

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rise-of-legions's Issues

topics on project

Hi
Please add "delphi-game" as topic on the GitHub project page to link it to others.
And many thanks for sharing this game with the community

Elements are squashed in the top left corner

Hi,
I've compiled the code using Delphi 10.1 update 2. I've followed the steps in the description carefully. The game works but unfortunattely, I'm getting elements squashed in the top left corner.

Screenshot (20)

Can anyone help me with this.

Many thanks.

Build Fail

[dcc32 Fatal Error] Winapi.D3D11.pas(5111): F2051 Unit FMX.Context.DX11 was compiled with a different version of Winapi.D3D11.ID3D11Device

(Apply the diff FMX.Canvas.D2D.diff to the respective file.) How to complete this step?

Rio compilation

Fix for Rio compilation...but the game doesn't seems to work

---
 Engine/DWScript/dwsRTTIExposer.pas        | 2 +-
 Engine/FixedDX11Header/FMX.Canvas.D2D.pas | 6 ++++--
 2 files changed, 5 insertions(+), 3 deletions(-)

diff --git a/Engine/DWScript/dwsRTTIExposer.pas b/Engine/DWScript/dwsRTTIExposer.pas
index ca9f1e6..e8c3533 100644
--- a/Engine/DWScript/dwsRTTIExposer.pas
+++ b/Engine/DWScript/dwsRTTIExposer.pas
@@ -209,7 +209,7 @@ implementation
 // ------------------------------------------------------------------
 // ------------------------------------------------------------------
 const
-  {$IFDEF VER330}
+  {$IF CompilerVersion >= 33.0}
   cTYPEKIND_NAMES : array [TTypeKind] of string = (
     'Unknown', 'Integer', 'Char', 'Enumeration', 'Float',
     'String', 'Set', 'Class', 'Method', 'WChar', 'LString', 'WString',
diff --git a/Engine/FixedDX11Header/FMX.Canvas.D2D.pas b/Engine/FixedDX11Header/FMX.Canvas.D2D.pas
index 7b047b3..1a5f118 100644
--- a/Engine/FixedDX11Header/FMX.Canvas.D2D.pas
+++ b/Engine/FixedDX11Header/FMX.Canvas.D2D.pas
@@ -2550,13 +2550,15 @@ begin
     else
       Result := FFontDescriptors[AFont.Family];
     if not AFont.StyleExt.Slant.IsRegular then
-      Result.Style := Result.Style or DWRITE_FONT_STYLE_OBLIQUE;
+    //Result.Style := Result.Style or DWRITE_FONT_STYLE_OBLIQUE;
+      Result.Style := DWRITE_FONT_STYLE_OBLIQUE;
   end;
   if not AFont.StyleExt.IsRegular then
   begin
     Result.Weight := FontWeightToDWrite(AFont.StyleExt.Weight);
     Result.Stretch := FontStretchToDWrite(AFont.StyleExt.Stretch);
-    Result.Style := Result.Style or FontSlantToDWrite(AFont.StyleExt.Slant);
+    //Result.Style := Result.Style or FontSlantToDWrite(AFont.StyleExt.Slant);
+    Result.Style := FontSlantToDWrite(AFont.StyleExt.Slant);
   end;
 end;

--
2.18.0.windows.1

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