MMO rpg/fps with mmo kit
by Brian Irvin · in Jobs · 10/16/2006 (1:10 pm) · 78 replies
I am looking for programmers for a mmo game using dreamers mmokit "www.mydreamrpg.com". So far i havent had time to sit down and mess with it to see what needs to be added and if anything needs to be taken out. I have1 modeler helping me with models, and 1 or 2 others willing to help with programming when they can. I would like everyone to be regestered users of mmo kit which requires the tge. All people will receive a full version of the game and free play while others will possibly charge $5 a month which is considerably cheaper than others, and all who help will receive equal shares of proffets. I have one server that i can start with. Unfortunatly until publish i cannot pay anyone sorry but money doesnt grow on trees and im still working on my 2 degrees
Basicly my game will be some what like star wars galaxies however more fps oriented. There will still be skills and abilites that will be learned, along with crafting. I would like to incorperate the ability to use a head set or mic and speakers to talk to other player or using standar mmo chating. The voice will play a key role during space flight and in-planetary flight. This is lacking in galaxies which would be a big help when flying.
on a final note you can see part of my "rough draft desiign doc" if ud like to see the full rough draft design doc please post your email and ill send it to you any help would be apreciated to make my dream come true.
Basicly my game will be some what like star wars galaxies however more fps oriented. There will still be skills and abilites that will be learned, along with crafting. I would like to incorperate the ability to use a head set or mic and speakers to talk to other player or using standar mmo chating. The voice will play a key role during space flight and in-planetary flight. This is lacking in galaxies which would be a big help when flying.
on a final note you can see part of my "rough draft desiign doc" if ud like to see the full rough draft design doc please post your email and ill send it to you any help would be apreciated to make my dream come true.
About the author
#62
I'm telling you Brian, if you put a little more effort into your end and have something to show people, you may get more of a response. Like I said in the previous post, talk is cheap!
If you are *really* serious about this game, there is nothing wrong in my opinion with starting on the artwork without the coding done. If the artwok is good, and you don't ever progress to the part of coding, you could even sell what you've done in a content pack or something.
Just something to think about.
Steve
10/19/2006 (9:47 am)
Well, here's my suggestion. Work on your modeling and create some artwork for this game. It's obvious you have some passion for the idea. Create the models, export them to DTS and maybe learn how to create the space aspect of your game. We already know the ground part can be accomplished because we all use it for our own games. I'm suggesting you start with your specialty, modeling and maybe take the step with learning a little more about the engine. Learn how to export your creation to DTS, learn how to place it within the game, learn how to move it around.I'm telling you Brian, if you put a little more effort into your end and have something to show people, you may get more of a response. Like I said in the previous post, talk is cheap!
If you are *really* serious about this game, there is nothing wrong in my opinion with starting on the artwork without the coding done. If the artwok is good, and you don't ever progress to the part of coding, you could even sell what you've done in a content pack or something.
Just something to think about.
Steve
#63
If you don't scale back your ideas, I don't think you'll be able to complete the project. Start on one aspect you want to create and go from there. Keep the flame alive, build your art and we'll see what happens from there.
People here on the GG forums have seen dozens if not hundreds of people come to the forums and want to re-implement a game that they've enjoyed. That's why you get the "Here we go again" posts. It's only after we learn about the complexity of what's actually involved in trying to accomplish our goals do we realize that we maybe can't create what we want and have to scale back our ideas, maybe quite a bit!
I speak from experience, I'm a father whose kid wants to work in the game industry and that's what brought me to GarageGames. He had big plans at first of re-creating SWG. Lets just say the plans have changed since reality has set in.
Steve
10/19/2006 (9:50 am)
Just be honest with yourself. The chances of you creating a game to compete with SWG is mighty slim, even in the games current state. I won't say you can't do it, almost anything is possible, but the odds are against you! If you don't scale back your ideas, I don't think you'll be able to complete the project. Start on one aspect you want to create and go from there. Keep the flame alive, build your art and we'll see what happens from there.
People here on the GG forums have seen dozens if not hundreds of people come to the forums and want to re-implement a game that they've enjoyed. That's why you get the "Here we go again" posts. It's only after we learn about the complexity of what's actually involved in trying to accomplish our goals do we realize that we maybe can't create what we want and have to scale back our ideas, maybe quite a bit!
I speak from experience, I'm a father whose kid wants to work in the game industry and that's what brought me to GarageGames. He had big plans at first of re-creating SWG. Lets just say the plans have changed since reality has set in.
Steve
#64
This is one of the reasons for the NGE. The complexity was too much for them to handle. That and the fact they wanted to get away from a sandbox and create a game instead to compete with WoW.
[/quote]
My comments were from a development standpoint only.
10/19/2006 (9:59 am)
Quote:
[quote]
SWG is one of the most complex MMO's out there (yes, even in its NGE state). There are so many features, and sub features...it to much for one person to realize it all.
This is one of the reasons for the NGE. The complexity was too much for them to handle. That and the fact they wanted to get away from a sandbox and create a game instead to compete with WoW.
[/quote]
My comments were from a development standpoint only.
#65
The main reason im doing a design document is something for the team to go by. Im not one to make games on the fly. I am actualy taking the time to sit down and think of what needs to be done so i can put it in a writen form even if it does get changed. Its better to have a plan in my opinion, and yes I admit i am a lil excited like chiwawa's get "spelling", and i admit I may have not sit down long enough to plan everyhting good but im still serious about this project. I am jsut trying to do to many things at once.
10/19/2006 (10:04 am)
Let clear one thing up nicely. Im not re-implemnting glaxies because to be honest it flat out sucks now. I do not plan on competeting with SOE or the other companys that maintain current mmo's. Theres one thing i hate about planet side and thats it takes to many damn rounds to kill someone. if you shoot a person atleast 2 time they will be down or dying. Now that i think about it theres realy not many mmo shooters so it may end up being more of an mmo shooter with skills and not the common mmorpg we know of.The main reason im doing a design document is something for the team to go by. Im not one to make games on the fly. I am actualy taking the time to sit down and think of what needs to be done so i can put it in a writen form even if it does get changed. Its better to have a plan in my opinion, and yes I admit i am a lil excited like chiwawa's get "spelling", and i admit I may have not sit down long enough to plan everyhting good but im still serious about this project. I am jsut trying to do to many things at once.
#66
There is nothing wrong with a design document and a little planning.
10/19/2006 (10:21 am)
Well let's not split hairs, you are re-implementing SWG, just the way you think it should be done and of course without the Lucas Arts property. In my previous post I didn't mean to imply "re-implement" means just duplicate, why duplicate when you can just play what's already there and save yourself the frustration. I mean re-do, how you want, but based on the game.There is nothing wrong with a design document and a little planning.
#67
And so are mine. If SOE couldn't do it, a couple of developers probably will not be able to.
10/19/2006 (10:22 am)
Quote:My comments were from a development standpoint only.
And so are mine. If SOE couldn't do it, a couple of developers probably will not be able to.
#68
10/23/2006 (10:50 am)
Just letting yall know im still here and still working on the project
#69
10/23/2006 (11:00 am)
I'm glad to hear that Brian.
#70
10/23/2006 (11:23 am)
Just trying to get a website up so i can post some screenies
#72
Dream big yes. Don't Start big.
10/24/2006 (2:09 pm)
Accomplishing dreams is a series of smaller steps.Dream big yes. Don't Start big.
#73
I will be posting screen shots of what my modeler has done as well as start working on missions to show what certain things will be like.
11/02/2006 (8:33 am)
Guess who is back. I now have the starter site up and running not much to it but it is something and still is a work in progress. www.edoniaonline.com I will be posting screen shots of what my modeler has done as well as start working on missions to show what certain things will be like.
#74
Here's some other quick tidbits of advice -
1) You're not building the next World of Warcraft. Think small - there's always room to expand later.
2) Now's not the time to talk about subscription fees or finances, unless of course you're looking to get funding from an outside source. Build a great game, build a community around it, and then talk turkey.
3) Plan, plan, plan. Plan every aspect of your game, the genre, the setting, what functions you want to be able to offer, and how to offer them.
4) Document everything and never throw anything away! Any small idea, line of code, 3d object, or note on a napkin. Keep it all and organize it. A small idea now could end up being a central part of your game later, whether you intended it to be or not.
5) Always put yourself in the shoes of the player. Would *you* play your game? Why? What would keep you continue playing? Ask yourself and your team these questions at every step of the development. The players make or break your game.
11/02/2006 (9:04 am)
Brian - You're embarking on a journey filled with joy and just about as many pitfalls as you can imagine. My first suggestion to you would be to completely ignore the nay-sayers and negativity you find in the GG forums concerning the independent development of a MMO. It certainly is possible to produce an MMO as a small indy group, regardless of what you may hear from the trolls around here. It's not a question or can or can't. With the right group of talented, focused people, a good project manager, and the right tools, any type of game can be produced and published by a small team. Here's some other quick tidbits of advice -
1) You're not building the next World of Warcraft. Think small - there's always room to expand later.
2) Now's not the time to talk about subscription fees or finances, unless of course you're looking to get funding from an outside source. Build a great game, build a community around it, and then talk turkey.
3) Plan, plan, plan. Plan every aspect of your game, the genre, the setting, what functions you want to be able to offer, and how to offer them.
4) Document everything and never throw anything away! Any small idea, line of code, 3d object, or note on a napkin. Keep it all and organize it. A small idea now could end up being a central part of your game later, whether you intended it to be or not.
5) Always put yourself in the shoes of the player. Would *you* play your game? Why? What would keep you continue playing? Ask yourself and your team these questions at every step of the development. The players make or break your game.
#75
Thanks for stepping back in and making a proper post that had some usable content.
@ Brian
I agree with David that your main concern now shouldent be how much to charge, but how to justify your charging. If you set it to free in the Design Documents payment chapter, then adjust the planned live staff / content development of your service accordingly.
PS: Sorry for popping back so late, but Mr. NoCoder here are devoting most my time on development on my own mmo project and not so often surfing the threads here.
PPS: Keep up the spirit Brian ;)
11/02/2006 (9:05 am)
@ MattThanks for stepping back in and making a proper post that had some usable content.
@ Brian
I agree with David that your main concern now shouldent be how much to charge, but how to justify your charging. If you set it to free in the Design Documents payment chapter, then adjust the planned live staff / content development of your service accordingly.
PS: Sorry for popping back so late, but Mr. NoCoder here are devoting most my time on development on my own mmo project and not so often surfing the threads here.
PPS: Keep up the spirit Brian ;)
#76
Hi, i have been looking over this forums for a few weeks now, and i understand where your coming from. I am currently in the beginings stages of creating a MMORPG. I have already setup a website as well as collected a large amount of resources and packs. I dont have the RPG pack from MyDrearmRPG but i have a few items that we might converse about and perhaps we can comprimise and work together. by the way i do have a small portion of my game already exceled out and in fact just got my first hoversled working yesterday. Interested in combining forces?
@all you doubters. sure starting small is a must, and you make some valid point. But posting about how one cant do this and cant do that. Every single one of us has to start somewhere. Who knows, Brian might have the next WoW. We wont know till we see it. Then again I might have it :).
12/01/2006 (11:38 am)
@BrianHi, i have been looking over this forums for a few weeks now, and i understand where your coming from. I am currently in the beginings stages of creating a MMORPG. I have already setup a website as well as collected a large amount of resources and packs. I dont have the RPG pack from MyDrearmRPG but i have a few items that we might converse about and perhaps we can comprimise and work together. by the way i do have a small portion of my game already exceled out and in fact just got my first hoversled working yesterday. Interested in combining forces?
@all you doubters. sure starting small is a must, and you make some valid point. But posting about how one cant do this and cant do that. Every single one of us has to start somewhere. Who knows, Brian might have the next WoW. We wont know till we see it. Then again I might have it :).
#77
12/01/2006 (11:45 am)
Edit double posted
#78
12/01/2006 (1:30 pm)
I'm going to chime in just to state something related that I'm finding as I am putting finishing touches on the planning of IMGDC. I've been contacted by SEVERAL indie companies, education groups/classes, and even a co-founder of gamespy/fileplanet about Indie opportunities in MMOs. Before I thought up IMGDC, I thought there were next to no Indie MMOs and even less people attempting to create them. With the incredible response I've received the past few days since the press release, my eyes have opened and I'm realising that Indie MMOs aren't just something I want and dream to create, but they are things we, as Indie developers, CAN MAKE.
Torque 3D Owner Brian Irvin