|
|
| MMO Ideas |
|
Audric
Member #907
January 2001
|
This should be settled as fast as possible between those interested. Some people may immediately aim for an improved MUD, but I can see "the next WoW" in some people'e eyes. Neil Black said: Cantr II sounded good until I saw "text-based" and "slow". People who played a MUD or similar have a better view of what can be done at a indie programmer's level. I pointed at the amount of artwork, but even then, I'm certain only hardcore network programmers can achieve real-time smooth movement with more than several characters at a time (and people here talk about whole realms! Retroremakes recently posted about a multiplayer Ultima game : maybe there are ideas to borrow there, in terms of user interface and doability. |
|
Seismosaur
Member #9,127
October 2007
|
^ i think we should start this as an improved MUD. Just some simplistic 3D to start, and a textual interface. Quote: Players create the history of the game. At first there will be very little back-story, but in a couple of years the history books will be filled with events and actions that were carried out by players. And the players who did those things can say "Yep, I'm the HoppyBunny22". Discover a new continent? Blam, you get a page in the history book. Play a major role in conquering a kingdom? You get a paragraph. Getting into the history book would become a status symbol in the game. If you wanted to be really evil you could make it so only registered (read: paying) members were eligible. But personally I'd be against that. No, all members get a spot in history! But we need to find something that sets paying people (The people who will support a dedicated server) apart without COMPLETELY throwing out the game balance. |
|
Vacuus
Member #9,081
September 2007
|
I was looking at a thing called RealmCrafter that a friend of mine recomended some time ago. Does anyone have any experience in this? Would it even be suitable for our kind of game? It does look like a complete engine though, so.... Anyway, if not, than a 'MUD' it is. I happen to have a bit more experience with these anyway A few suggestions: That actualy gives me an idea, why not "Officialy" support a text based client, but then later have a bunch of users fork from the main project, and modify the client to fit their own needs? Even better, why not create a re-usable lib, that we release to the public, and automates client/server relationships, so the programmer just needs to define functions that respond to these things? Tell you what, once we get to some sort of agreement on this, I'll start coding on Sunday |
|
BAF
Member #2,981
December 2002
|
Wow, this is one of the craziest MMO threads I've ever seen! Anyway, if you do manage to get an MMORPG going, getting a server for it will be a small concern. You can get one that will be sufficient for a small amount of users for cheap (get a VPS somewhere), and if your game expands big enough to require more resources, then you should be able to rake in enough donations to cover it. Quote:
Game engine programmers (Specialized, preffered) Basically, getting your game engine going and getting the basic game setup is the first concern here. Artistry/modeling/music comes after you have a demo going to show whoever you get to do it that you are serious. A website is of little concern until you have something to show on it. Server maintenance isn't necessary because you don't have/need a server yet. Level design is towards the end as well. Story writing is somewhat necessary so you know what your engine has to be able to do, but a fully refined story is also of relatively little importance. A [read: single] dictator who will coordinate the project is very important. A group people gets nowhere without direction. A group of people coordinating a project also get nowhere. You want a single person who will run the show. Quote:
That actualy gives me an idea, why not "Officialy" support a text based client, but then later have a bunch of users fork from the main project, and modify the client to fit their own needs? Even better, why not create a re-usable lib, that we release to the public, and automates client/server relationships, so the programmer just needs to define functions that respond to these things? That, IMO, is a horrible idea. Then you end up with tons of users, all using different clients (which may or may not be using different cheats or hacks to give them advantage), so it's hard to unify everyone. |
|
Seismosaur
Member #9,127
October 2007
|
Here's what i think we could do: We could go super low-tech and make this in GameMaker[1] We could use that realm crafter engine you mentioned We could write our own graphics library Or we could write an engine in openGL. I'd apt for GM or openGl. An allegro client sounds nice too. So what do you think we should use? Oh, and i'm not great programmer... Just to remind you... but i could work with an engine. References |
|
BAF
Member #2,981
December 2002
|
Game Maker and MMORPG are two terms that should only be associated with each other in a Monday thread! The fact that you would even consider/apt for using game maker shows that you aren't ready to tackle a project of this under taking. You should reuse as much code from other sources as possible. You have no reason to write your own graphics library, unless you need something specific that isn't do-able in another library (unlikely). I don't know what the realm crafter engine is (didn't click the link), but if it meets your needs use it. If not, make your own, or find one that does. |
|
Seismosaur
Member #9,127
October 2007
|
Well, game maker is the only game editor I'VE ever used [Hence the "Super low-tech |
|
Neil Black
Member #7,867
October 2006
|
Quote: MUD I've never heard of this before. I looked it up on Google and I think it looks like a fairly good idea.working on a few ideas for a story. I've got three right now, but I'm trying to flesh them out a bit first. If anyone wants to suggest some ideas, feel free.
|
|
Seismosaur
Member #9,127
October 2007
|
A MUD would be OK, but, as BAF said, then we have two different clients accessing one server. :-\ |
|
ImLeftFooted
Member #3,935
October 2003
|
Quote: Dustin, are you offering to build up a MMORPG on fly? I thought you guys were. That said, I will one day make a MMORPG but it will be an offer to myself and not anyone else. |
|
Vacuus
Member #9,081
September 2007
|
O.k, looking back over that idea, maybe it is a little stupid "Game Maker" Is the bane of all existence. Several years ago in high-school, I did a complete Break-Out clone in C++ based off my own engine and Allegro - sharders, effective resource management, etc and the teacher marked be down because "I didn't use Game Maker" (not even a part of the course!). Mole. Anyway, M.U.D library for a start it is. Like I said, I presume I can start that Monday, however does anyone know of any good, free networking libs? Multiplatform, of course. I really, really don't feel like writing my own protocol using sockets/using ftp & http... |
|
Ron Ofir
Member #2,357
May 2002
|
Quote: I really, really don't feel like writing my own protocol using sockets/using ftp & http... Hmmm... This sentence makes me think... Have you ever done any network coding before? Doesn't seem so. Read up on TCP and UDP and proper game networking (there was this Zoidcom library somewhere) |
|
wiseguy
Member #44
April 2000
|
Someone said something about a language already being developed... it would be cool if the game let people use their own language, and then, when you needed to talk to someone in game who didn't speak your language, you would have to find an interpreter or learn some of the language, just like it would have been done before. just a thought.. |
|
Audric
Member #907
January 2001
|
wiseguy: Bad idea. People already have enough difficulty communicating and grouping with same goals and time schedules, now if the game ALSO adds its own language barrier... |
|
Seismosaur
Member #9,127
October 2007
|
Yea, people of the same language can barley communicate as it is, much less having to LEARN a language just to play a game. However, a simple rune script for some objects might be kinda cool, but not the whole game! |
|
Neil Black
Member #7,867
October 2006
|
Quote: much less having to LEARN a language just to play a game. They wouldn't have to learn a language. Whenever a player "hears" something, the game just determines if that's a language they understand. If not, then it just displays a bunch of randoms letters or some Latin or something. But it's still a horrible idea.
|
|
Seismosaur
Member #9,127
October 2007
|
Oh, i thought he meant creating a language for the game... Quote: Someone said something about a language already being developed... My bad. |
|
type568
Member #8,381
March 2007
|
Quote:
Quote: That said, I will one day make a MMORPG but it will be an offer to myself and not anyone else. Would be quite hard.. By the way, is it the largest topic ever?
|
|
Seismosaur
Member #9,127
October 2007
|
What, this one? I'll go look. |
|
Neil Black
Member #7,867
October 2006
|
This isn't the largest topic ever. I've seen two go over 200 (one of them was mine! YAY!) I don't remember what the record was, but it was even bigger than that.
|
|
ImLeftFooted
Member #3,935
October 2003
|
type568 said: Would be quite hard.. It would be still easier then other challenges I have faced and overcame in my life. I am completely confident in my ability to face and overcome this particular challenge. |
|
type568
Member #8,381
March 2007
|
Terminator ready. (Dustin) Edit: Would then you help to make the project, on the fly then?
|
|
Trezker
Member #1,739
December 2001
|
Cantr feature of the day: You can hunt Gorillas with a dungfork. |
|
wiseguy
Member #44
April 2000
|
What I meant about the language barriers is like this: you have your town or country you've built, and you want to trade with a town or something that you've found, but they speak a different in game language. In order to trade with them, you have to spend time and resources to "learn" their language, or hire an in game person who can interpret for you... Marvin |
|
Seismosaur
Member #9,127
October 2007
|
Ah, ok. But still... There is enough of a language barrier |
|
|
|