Java Classic RPG is an RPG framework, engine, and game that uses OpenGL, a challenging AI, huge territories, and classic pen-and-paper turn-based combat. It is in the tradition of games like Wizardry 7 and EOB, but incorporates innovations made possible by modern computing technology. The framework and engine feature a self-containing, playable, algorithmically-generated world, and can be the base for new games.
| Tags | Games/Entertainment Role-Playing |
|---|---|
| Licenses | GPLv3 |
| Operating Systems | Windows Windows Windows Mac OS X POSIX Linux Windows |
| Implementation | Java |
Recent releases


Changes: New monsters and animals and a new maze area type were added. The audio system was enhanced. Theme and background music were added. A storage unlocking and looting interface and chests with traps and fixed loot were added. The world map has been enhanced. New portraits and voice profile selection for character creation were added. Support for normal or spec mapping for static models was added. The options menu settings was made available. The loading and rendering algorithm and memory allocation were optimized. The use of the texture atlas technique, shadow mapping, and DDS textures were added. Many bugfixes were done. Newer Intel graphics cards are supported now under Linux.


Changes: A turn based playable combat phase was added. New animated mobs, static mobs, a new house, and town models were added. Jungle plants were totally redesigned. New plants for continental use are done. A new Encounter Ground system was added. A new Loot window and Character leveling were added. A new ground tile generation system with smoothed ground, new 2D elements, some refactored UI images, new spells, skills, items, artifacts, and objects were added. A particle system with lights for spells was added. Support was added for continuous sound sources with new environment and humanoid sounds.


Changes: New UI windows for Encounter Phase, Turn Act Phase, Character Sheet, and Inventory were added. New Population generation algorithms were added along with a new integration level of named Towns. Economy Update Turn was implemented for growing or declining population changes. Basic level Entity relations and Entity states and Entity fragments were added. A few Objects for inventory were added. The Skill system was further implemented with object dependencies and Skill Act Forms. New animals heron and deer were added, and wolf was replaced. Smaller bugfixes and optimizations were made.


Changes: New animals such as a bear and spider were added. Humanoid groups were introduced with the humans and their basic economy. Basic populations and houses were added for human groups. New sounds were provided for animals and humans along with environmental effects depending on nearby beings and climate. Party behavior and pre-encounter input screens were introduced. On-screen display was extended with the 'Entity-O-Meter', which shows nearby groups' icons. New portraits and models were provided.


Changes: The UI graphics were completely redesigned, including the main menu, character creation widgets, and on screen display. Some new character portraits were added. Code optimization for 3D and loading performance were done. World and Ecology generation configuration through XML files were developed. Mushrooms and other vegetation were appended to flora and was fox added again to the possibly met fauna. A local map was implemented and the mini world map can be replaced on the HUD. A sky-sphere lighting bug was fixed, along with other minor bugs.
A build configuration tool; generates files for Visual Studio, GMake, and more.
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Recent commentsRe: Developer blog
Downloadable snapshots (http://sourceforge.net/project/showfiles.php?group_id=197331) here.
Developer blog
I will give a direct link to the developer blog, where most of the new things and recent news appear swiftly as posts: http://jcrpg.blogspot.com (http://jcrpg.blogspot.com)