A first look at Odyssey 13

Mycal

Staff member
It's been a long time. Odyssey has been rebuilt from the ground up, and version 13 is getting close. Here's a first look at what's coming.

Everything shown here is still in progress and may change before release.

The game you remember​

Version 13 is meant to be a faithful(ish) port: the world, the HUD and the way it plays are Odyssey as you know it, with a few long-standing bugs fixed along the way. The bigger new features come after 13 is out; getting the game you remember running on a modern foundation comes first.

Walking through the Town of Ceres


Finding a server​

Sign in with your Odyssey account and the server registry is right there: every public server, who's on it, and whether it's open. Double-click to join. You can still connect straight to a server by its address, and create an account on that server itself, as before.

The new sign-in screen


The server browser


Creating a Knight


Servers bring their own look​

A server's own art, sounds and music download the first time you join it, so a custom world just works. No separate downloads, no patching by hand.

Downloading a server's content


The client keeps itself up to date​

When a new version is out, the game tells you when it starts, shows you what changed, and installs it with one click. If a server needs a newer client than yours, it says so and offers the update.

An update is available


The update screen with its release notes


Your keys, your way​

Play with the classic keys exactly as they were, or switch to a modern layout (WASD to move, a key to start typing) with one click. Every key can be rebound, and your own setup is kept if you switch between the two.

The controls, set to the modern layout


Settings


For server owners​

Running a server gets a proper admin console: server settings, player administration, and a live console and chat where you can talk to players as the server.

The live console


Scripting has moved from MBSC to C#. Your existing scripts are converted automatically, and the script editor checks every script before it runs.

Editing a converted script


Bringing an existing server across will be as simple as uploading it on odyonline.com and getting back one ready for version 13: maps, items, monsters, characters, guilds and scripts included.

When?​

Not quite yet. Accounts and the server registry open with the release, and we'll post here when they do.

Originally posted on odyonline.com.
 
Yea, I saw it. Was browsing it a bit this weekend. Just to be clear, since it seems MANY clones were spawned since then from the alpha source. My rewrite is based off Steverino's deadkitty.org last published version. I got the full source from him years ago when I started this.

Tech stack is full c# running on my own game library that I continued working on off and on over the years. I finally decided it was in a good enough place to move what I had of Odyssey to it and then it became very easy to finish the rest of the conversion. The server ui is a next.js app, but behind a rust desktop application.

I plan to push the game library itself to nuget soonish too now that most of the bugs have been worked out and I have this rewrite proving out basically every piece of it. It runs on SDL3 and Vulkan with an optional OpenGL backend if you prefer that. Networking uses QUIC. And the UI you see in the game client runs on my own ui library also running as part of the game library, it's all rendered using it. I spent way too long on the UI side lol. It's xml based, but pretty extensible. Lets you do css type stuff so you can theme a whole application as you can see from the menu screenshots.

And it all runs cross-platform :). I developed primarily on linux and macos. Server will be pushed into the various linux package repositories and runs fully headless. The server ui admin console replaces the old UI the server had.
 
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