Game Development Community

Own MMORPG, possible?

by Leslie Chan · in General Discussion · 07/09/2003 (3:41 am) · 12 replies

Hello to all,

I need a little advice from all you guys here that are willing to help. I'm no programmer but have simple BASIC programming knowledge. I have knowledge in Linux server administration.

I'm interested in starting my own Real-Time 2D MMORPG game. With my own game name, story-line, characters, weapons, magic and etc.

Can someone give me advice on how or is there any Realistic and Logical way to easily develop one?

I mean is there any MMORPG game engine which I can create my own real-time 2D (tiled) MMORPG by simple interface and simple BASIC like programming language?

The client type can be stand-alone application, web-based (browser), Flash based or Shockwave is OK for me.

What I'm really looking for is a Realistic Way, not million dollar project.

Any comments is accepted. Thank you for all advice in advance. Thank you.

Warm regards,
Leslie

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#1
07/09/2003 (5:20 am)
Anthing is possible, but I wouldn't put my hopes on making something along the lines of a MMORPG with a BASIC type language. I'm not an expert programmer, but (I think) I know enough about both C++ and BASIC to say that BASIC just wouldn't support such a large scale game for so many players even in 2D. Plus I would guess that it would be incredibly laggy. If I'm not mistaken UO was done in C++ and it had it's own lag problems.
If you have a good foundation of knowlege in BASIC then moving to a more flexible language such as C++ wouldn't be all that difficult. However, expect to get very aggravated in the process since it's a very difficult language to learn because of some of its ver bizzare concepts (I have major issues with virtual functions, and pointers are a pain in the ass, but they are the best thing since sliced bread once you understand them. Imagine never having to create a multidimensional array again.) You will find though, that it is an elegant and flexible language and is often highly recommended to anyone interested in making games.
#2
07/09/2003 (5:47 am)
Leslie,

Your statement "not a million dollar project" is kind of a show-stopper for MMORPGs IMHO.

No matter whatever language you use (flash, VB, C++, etc.) you still need a beast of a server to run the thing. Even it's a Java based website, the server needs to be dedicated not only in CPU power to handle all the requests and process them but it needs bandwidth to serve up data and connections.

Now, if you have a T1 at your disposal with a Quad P4 server and (at least) 2gb of RAM that's about the starting point you need to even consider an MMORPG of any size.

Check out Game Maker (www.cs.uu.nl/people/markov/gmaker/index.html) as it's catered to writing games without diving too much into code. It can handle mutiplayer games and I'm sure you *could* write something like this with it, but again it's based on resources not skill here. I think anyone could write an MMORPG given a half decent set of tools. It's the resources that will kill you.

I would suggest you try your hand at doing a single player RPG first. If even to get the story, characters, art, etc. worked out. Consider it a feasiblity project. If successful, then maybe you can try a MMORPG version of it. The architecture of the game is vastly different, but you could take practically any game and turn it into a multiplayer one (imagine Doom as an MMORPG?)

Above all, have fun and don't get discouraged by either technology or users whining. And of course keep everyone posted as to the progress of your work. A community is a good thing ;)
#3
07/09/2003 (6:22 am)
You know the server machines are probably the least expensive things. Dark Age of Camelot actually is quite low spec for their server machines. I don't remember how many Ghz they are but one GAME server (server you pick from the menu) is made up of only six dual-xeon linux machines. Thats not it. I also think I have a good idea where each server handles but thats another story. (yes I do know about teh 6 dual-xeon machiens from an article so I'm not pulling figures..) With CoadServer (daoc emulation server) you can even host it on one computer.. It may not be up to scale as daoc but if you ahve good bandwidth as well as a powerful comp you can handle a good amount of people.

I suggest a similiar approach to what Bil suggested. What my team is doing is we are creatng a fps game that incorporates a lot of the concepts we would have to employ for a MMORPG. This way we know we can do teh basics needed in to do an MMORPG and we know how to do them easily and fast.

--KallDrexx
#4
07/09/2003 (8:06 am)
Hi,

Thanks a lot for all the fed back from you guys... I'll do more research on this topic again. By the way, is it only real-time RPG will get players attention?

What is Turn-based and Tick-based? I'm not sure what this terms means. Can someone clear this up? Thanks...

Warm regards,
Leslie
#5
07/09/2003 (8:22 am)
From what I understand there I two types of turn based games:

Classic Turn based. A player takes a turn and when he is done, clicks a button so the next player can start his turn. ex. Heros of Might and Magic III.

Simultaneous Turn Based. All players take there turn at the same time and when they ar finished they again click a button. However, the next turn cycle does not start until all players have clicked the turn button. ex. Age of Wonders, I and II.

I'm not sure what tick-based is. Maybe that's a real-time strategy method of determining unit movement.???
#6
07/09/2003 (8:29 am)
Tick based games are turn based games with a wrinkle.

All turns have a fixed length (say 10 seconds.) When the tick happens, a new turn starts wether you're finished or not.

For instance, you might be able to move two 'spaces' per turn. You could not do anything for 10 seconds and waste a turn. If you wanted to move three spaces, you'd move twice, then you'd have to wait for the next tick to finish moving.

A lot of the old MUDs were written this way.
#7
07/09/2003 (8:31 am)
Hello.

One of the problems with making an MMORP is actually the network code. Even with the TGE's excellent net code, it would still not scale very well for MMORPG.

If your really serious in your plan, I would suggest ICE made by ZeroC. You can visit their website in http://www.zeroc.com. I'm not affiliated with them but a few months back, I evaluated ICE as an alternative solution for the net code for the Object Relational Database that I'm building for my day job. The only reason I wasn't able to use it is because of office politics. :(

Maybe you should give it a roll.

Alex
#8
07/09/2003 (12:00 pm)
Thanks for the "tick" definition.
#9
07/09/2003 (8:21 pm)
Hello,

Alex, thanks for that info. Anyone here use A6 GameStudio? The Pro version have the client/server connection and support for multiple server. Is it scalable for 10K or 50K user at the same time?

GameStudio user please advice, thank you.

Warm regards,
Leslie
#10
07/09/2003 (8:25 pm)
A6? I didn't realise they'd released a new version.
#11
07/09/2003 (9:19 pm)
As for your question about real-time vs. turn-based:

People still buy turn-based RPGs (I mean that combat is turn-based; walking around is generally real-time), though I think that real-time RPGs are more popular right now. They appeal to a wider market - most RPGers are willing to play RPGs with realtime combat, but there's people who don't like the extra hassle.

Personally, I would only want to buy an RPG with turn-based combat. Combat was always one of my favorite parts of an RPG. I like being able to sit there and think about what I want my characters to do.
#12
07/11/2003 (6:33 am)
Most of the current MMORPG's are actually turn based and just pseudo real-time using a 'tick' method. The only real exception to this i've seen is planetside.

I definatly prefer a 'turn-based' RPG combat system, but I think most hard-core RPG'ers appreciate the granualar control and the 'leveling' of the field. It's intellect not twitch skills that win a turn-based game. Which obviously it less appealing to the masses ;)

For if you're looking for commercial success, then the masses is what you should target. Look how successful RTS's are.