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Tired of reading about mmpog? read this!

by Brendan Rogers · in Game Design and Creative Issues · 04/29/2001 (7:47 pm) · 14 replies

Hi Garagegamers,

I have a small team of proffesionals making a multiplayer fantasy game for lan and internet. We are aiming for a persitant world (mmpog) style but are starting out as a 128 player rpg. Although everyman and his dog are trying to do a fantasy rpg, we feel that it hasnt yet been done right. We are doing this project for fun, not for publishing (at this stage). We have some really inovative ideas for player interaction.
We have a team of about 6 (2 coders 4 artists) and are looking for likeminded people to help develop these ideas using V12 engine. If you are experienced in programming/scripting or 2d/3d art, give me an email!
we need to get a solid team together to get the ball rolling.

Caliban

email: brendanrogers@kromestudios.com
icq: 40826899

#1
05/23/2001 (2:01 pm)
heh another person making an MMORPG for fun =)
#2
05/23/2001 (2:22 pm)
I'm sure it would be fun to make one, but it takes money to run one.
#3
05/24/2001 (9:50 pm)
How about itegrating your RPG into my big space game? It's also a massive multiplayer game. I want to have 3D 1st point of view character walking inside space stations and on planet surface. I'm pretty good at making space combat ideas but RPG is not my strong side.

I want to make my game such that people who don't like space fighting could just play the RPG aspects of it, and vice versa. I will connect those 2 different ga,e aspects together in such a way that both sides would be encouraged to interact, hire each other to do jobs. The game's setting would be alternative universe, age of technology, and there's even room for magic - mental superpowers obtained by following one of the three supernatual religions.
#4
05/26/2001 (5:03 pm)
Well, since I'm trying to work with both of you, I think it would be a lot easier, for me at least, if you both got together and helped eachother...
Either that or I have a hell of a time with multiple projects. =)
#5
06/07/2001 (10:53 am)
Chris - who's both of you?

Yeah it costs money to host but if you consider the fact that our 2 (3 if i get cable soon) possible people who have offered to host the game have broadband anyways, and won't be paying any extra for hosting, therefore (technically that is) it is being hosted for free.
#6
06/07/2001 (12:37 pm)
Unless you can handle each player from the server using just 1Kbps, then you can't have 128 player's served from a cable modem. Although a cable modem has a 1Mbps download rate, there is a max upload speed of 128Kbps.

http://www.cable-modem.net/gc/modem_basics.html#how_fast

I haven't checked up on DSL, but this page seemed to indicate that it varies immensely, seems between 16Kbps and ~100. But that's just from looking at this site:

http://pub43.ezboard.com/fsoftwarelistfrm11.showMessage?topicID=66.topic
#7
06/07/2001 (1:07 pm)
I've run a speed test on the cable modem from someone who lives a block down the street and he got 594kbps down, 593kbps up. And that's from a server in california (I live in tallahasse, the speed test server is in california)
#8
06/07/2001 (1:27 pm)
Fair 'nuff then, 'n good luck with your game.
#9
06/07/2001 (3:36 pm)
Well, if you have constant bandwidth abuse you'll be subject to throttling. Personal broadband connections are meant for just that, personal use.
#10
06/07/2001 (6:53 pm)
On the contrary I've contacted the cable company. I'm allowed to run a server like this, so they said. I know people who ran UO player shards on Cable connections, with about 70 players online at a time.

Oh yeah and p.s. the speed test was ran at 6 p.m, which I'm pretty sure is considreed peak hours =)
#11
06/10/2001 (3:08 pm)
Yes, but that was UO, IE: 3 years out of date when it first came out.

Do you know it cost Sony around 20 million dollers to make that P.O.S EverQuest? Now imagine if you wanted to make a real 3D MMORPG.

Another example would be AC, their servers cost them from $1000-$10,000 depending on how many users are on them
#12
06/10/2001 (10:39 pm)
correct me if i'm wrong but since UO 3 years ago netcode has only evolved =P BTW UO also uses PURE TCP/IP so it's laggy!
#13
06/11/2001 (12:12 am)
hmmm..... interesting...

I don't get it, what make you think the lag is because of TCP/IP?? do you mean if you dont use TCP/IP, there wont be lag?? if so , what protocol will you use??, I havent seen any (common installed) protocal that is capable routing other than TCP/IP lately.
#14
06/11/2001 (12:51 pm)
I think Shappiro there is referring to TCP as opposed to UDP, which most games use these days. TCP -is- laggier, because of the way it handles network congestion. UDP allows you more control over the data stream. For more, read the article (mentioned many other place in the forums) on the Tribes 2 networking engine.