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Making an MMO game engine (your thoughts)
Thinkal VB
Member #16,859
May 2018

I am trying to make a 2D MMO game engine:
client side takes the input from the keyboard and sends it over to the server. The server will calculate the new position and animation details and send the information back to the client.

The client will recreate the scene according to the information received from the server.

This is the design which is in my mind- I would like to have your thoughts on this design model. And I need your support to continue this venture.
https://github.com/ThinkalVB/NearEarth

Chris Katko
Member #1,881
January 2002
avatar

That's standard client-server model. It works fine. The next step is often "client side prediction" where the client takes the server data and "guesses" the next frames (while it waits for another update) to hide lag.

An MMO however is a huge venture, and literally zero people have managed to complete one by themselves. Unless you simply mean a normal server game with lots of people. (~100)

-----sig:
“Programs should be written for people to read, and only incidentally for machines to execute.” - Structure and Interpretation of Computer Programs
"Political Correctness is fascism disguised as manners" --George Carlin

Thinkal VB
Member #16,859
May 2018

Thank you Chris Katko for your replay,
Well, I am going to be the first one to hit the finish line then ;-). This game is so important to me. It may take a lifetime to make one - but I am going to take all of my time to make this one. It won't have big graphics at first - but I want to make the progress bit by bit. I learned network programming (boost::asio), c++, Allegro(learning on the run), read and waited for long to make my move on this game.

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Are you prepared to spend literally years of your life on this? That's probably what it would take.

I guess my only advice is to take it one piece at a time. Pick a small short term goal and work on it until it is finished. Then pick another. It's not going to happen overnight, and if you start expecting it to, you will only be disappointed and start to burn out. You've got to be prepared for the long haul. Also, it's okay to take breaks. Breaks refresh the mind, and give you time to prepare for the next phase. If I'm getting stuck, I'll take a little break to think about things for a while, and to start planning where to go from there.

Although, we don't really know the scope of your ambitions yet.

But every time somebody says I'm gonna make an MMO, they disappear and we never hear from them again. Save for one man, Piccolo, who may finish The Game one of these days yet....

Chris Katko
Member #1,881
January 2002
avatar

Are you prepared to spend literally years of your life on this? That's probably what it would take.

On the BRIGHT SIDE, even if you have huge ambitions and never "finish" the game, Thinkal VB, you'll LEARN TONS in the process.

Just remember that one thing EVERY developer stresses--whether professional, or indie--is to keep it simple. Every single game ever made had more stuff that the developer wanted to include, but the only developers who ever finish are the ones that cut all the fluff down to the bare essence of the gameplay. At the end of the day, you really should have a deadline that says "no new features after this date" and just polish polish polish and get the damn thing out the door.

The best game ever, that is never released, is not the best game ever.

Personally, I struggle with that. I have lots of ideas (who doesn't, eh?) but some of my most favorite require larger resources/teams/budgets than I can produce. So I have to keep my eyes open, and my creative vision "flexable" enough, to adjust my vision into something that I can produce. An FPS game? Almost zero chances of me pulling that off by myself. Even though, I have an amazing sci-fi adventure that would blow people's minds with it's originality (and it's not even that "difficult" story/mechanic wise--it's just damn good scifi) but I can't pull off a FPS. So... can I make an isometric game? Could I make it an adventure game? Can I "change" my vision in a way to keep most of the unique offering, but make it more producible? Unfortunately, in this case, no. The horror and interactivity elements simply don't work for most audiences unless it's first person. It's not revolutionary or awe-inducing to solve 3D puzzles (think Half-Life 2 gravity gun) if the visual interface is too simple. Imagine Half-Life 2 if it was a 2-D game. All those amazing cinematics, puzzles, and battles would just be another "toy" game. So, I just have to put that sci-fi game on the back-burner for now. Maybe I'll make it as a 2nd or 3rd game if my first is successful enough to get me funding. But one think I can do is funnel the game into a novelization / short-story and then, at least, people can "experience" what I was trying to offer but cannot technologically offer yet.

Anyhow, food for thought. You're NOT restricted to one venue for an idea, and you're not restricted to making your first cool idea first. But either way, if you start an MMO, you're going to learn a lot. You're going to learn how much more you have yet to learn!

Good luck!

-----sig:
“Programs should be written for people to read, and only incidentally for machines to execute.” - Structure and Interpretation of Computer Programs
"Political Correctness is fascism disguised as manners" --George Carlin

Thinkal VB
Member #16,859
May 2018

Thank you, Edgar Reynaldo and Chris Katko for your kind support and critics. You guys are legends ..... I have a long way to go.

I have tried to make an MMO before (two times to be exact - but I aimed for too high and you know what would have gone bad). This time I am going slow and steady. Do simple pieces of stuff (module by module) smaller and shorter goals. When all these modules stitched together makes the game engine. I changed my design 4 times - just the basic rendering engine (no lighting or shadows - just draw the pic that's all). But every time I rewrite the code - it got clearer and independent to other classes. Tonight as I replay to this post - I am behind the 5th design pattern- which is more refined and easy to understand than all the laters. "No turning back's for me until I hit somewhere"
I will keep you guys updated about the progress. (one of the things I am lacking is the game asset from my imagination- if I was an artist I could have did that too):P

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Thinkal VB
Member #16,859
May 2018

Thank you Edgar Reynaldo, for your inspirational thoughts;
Sure, I will keep the massive last, and I am working on that multiplayer part now. 8-)

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