Acorn is the second in a series of games created as part of the WorldForge bootstrapping endeavour, aimed at creating an engine for massively multiplayer online games. The previous demo featured skeletons moving across crude maps. Acorn builds on this by incorporating a Python-scripted, event-driven rule system, a glient/server architecture using the Atlas Protocol System, goal-motivated artificial intelligence, herding behavior and nutrient-based growth simulation, sound detection and automated reaction, and a richer collection of artwork, sound effects, and music.
|Operating Systems||POSIX Linux Windows|
Release Notes: A new, larger map with added terrain detail and lots of new graphics has been created. Server side collision detection has been implemented and buildings are now handled. Massive performance improvements have been made. A new population of village characters has been added. A new user interface has been created. Automatic detection of running servers has been added.
Release Notes: Major improvements to server performance and stability with a complete rewrite of the server in C++, a beautiful new map with completey new graphics, a new ability to re-connect to an existing character allowing the same game to be resumed, and a rewrite of the whole network and protocol system to use the latest version of the protocol library Atlas-C++.
Release Notes: Improved server performance and reliability, a new map with full village market, houses, and forest, and many new graphics including new character animations and new characters. New trading features which allow buying and selling goods in the market in exchange for coins, and improved animal behavior including full modelling of food digestion and change in animals weight due to food consumption.
Release Notes: This is the first release of the game featuring a subset of the final features and limited performance; it is now in the early stages of playability.