MMORPG Framework for IRRLICHT?

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Aea
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MMORPG Framework for IRRLICHT?

Post by Aea »

Hello there :)

Name's Aea, I'm a webmaster and level designer hoping to create my own mmorpg, however my c++ knowledge is very small at the moment :) I'm currently reading up on c++ programming, and involved in learning how to make a game. I've been messing around with the techdemo for some time, and even though I managed to create a nice interface, I do realize my work is really going nowhere. I was wondering if there was just a basic "framework" for an mmorpg, or just a frame work for any game :) Basically I want a project I can open and have control from there, the techdemo is a nice start for me, but where do I go from there? I don't think I should be building on to the tech demo file, as that would be pointless :)

Here's what I'm looking for...

-- Start Screen
-- Game (don't know how to say this, just like the tech demo, loads in a level, etc)
-- Basic Entity Support (The game part should be rather small, so all entities such as farries, fires, etc would be loaded from the map, no directly into the game exe...

Here's what I would like to have...

-- Thirdperson Camera
-- Navigation by mouse (Pretty simple here, just point, and your character goes there, no need for complex physics since the camera will always be looking from above, it is very important that only if the player clicks does his character move, I *think* I know enough about how the engine works to create buttons for stuff as inventory, skills, character information, trade, etc.

Here's what I would kill for (:P)

-- Character Stats (hp, mana, strenth, dex, etc)
-- Monster Entities (A map entity that will create monsters, basically this would be a very complex entity, here's what I would want from it :), Monster Name, Monster HP [from # to #], Monster Attack Strengh[from # to #], Monster XP gain [from # to #], monster drop list [choice of items that monster will drop on death], monster gold drop [from # to #], and finally a very complex set of variables, how many monsters in a certain area permitted till the entity stops spawning more, and how far those monsters will venture from the entity, basically, how far they will wander away, creating an even layer of monsters)
-- EXP/LEVEL System, basically an equation that states how much more EXP must be gained until a player levels up, on level up they get to add "4" to their player stats, such as hp, strengh, mana, etc :)
-- EXP STATS Continued, adding additional strengh would allow players to use newer weapons, etc, adding more xp gives you 2 more hp for each point added, having additional strengh would also increase strengh based weapon damage, and the same for mana for mana based weapons.
-- Items/weapons This would be added on to a "list" basically a config or sql database that has a full list of stuff, weapons would have custom models, pictures, etc.
-- Item Usage, and more advanced stuff (I would like the ability for people to create items, however this must be a skill learned; on character creation the player has the choice to select 1 or 2 skills that would help his or her character through the game, there will be 3 or so skills that would be able to create items, such as magic items, weapons, or armor. Basically when a player has 2 or more items that can be used he or she starts creating items, each combination will need a cfg or a sql table to declare item to be created in the end, time taken, etc :) This would be a very nice feature to have :)
-- Inventory and Trade Users will be able to move around weapons and items in their inventory and / or equip them. Equiping a certain type of item will place a world model of that item or weapon on the character at a specific point and move with the character. Basically, equiping a sword will call a sword character model, and the sword would go in the characters hand, and move with the hand as he or she attacks. All models would have the same form so all items look good. There would be around 4 different model sets for each character, so sword, staff, etc :) Trading should be opening a trade window and moving items and or gold inside :) When the players agree to trade they hit a button to approve, and the other person must do the same and then they trade :)
-- Weapon / item buying (NPCs would be set up around the world, and when you click on them, your inventory pops up, side by side to the buy window. Clicking on an item buys it, and then you drag it to your inventory, each item would have a buy and a sell price declared in the sql/cfg I talked about above :)
-- Party system, you can party with other characters, this would give you +20% more exp from every monster you kill :)
-- I think that's it :)

It's a lot of work, and I doubt that anybody would offer to do the whole thing for me, so, if anybody wants to create a team for this, where I would do the game world, and you would do the coding, I'm also practicing on my model making abilities so I would be able to do all of the gfx aspect, while somebody else would do the code (including the kill for part), if somebody can direct me to a frame work with everything but the kill for part, it would be highly appreciated :)

Also, willing to join a team, most of the projects I saw in the forum had no contact info :(
Tyn
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Post by Tyn »

I'm looking for a good modeller with a bit of imagination, however the project isn't I think what you are looking for. If you wish to join the link to my page is at the bottom of my post, you can send me an email or post in the forum if you like. A full description of what I am creating is available there, I'd be happy if you could take a look to see how it rubs you.

I think your problem is that most people are trying to keep their projects fairly contained within themselves or in small groups of people they already know while in this early stage of development.

You could also try http://necor.mine.nu/?load=contact because this guy seems to be doing something that would interest you and has quite a lot done. It looks like he could use a little help with the graphics.

Edit: Hey Niko, how about a help wanted section in the forums?
disanti
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Post by disanti »

Why are you starting so big? Your just learning C++ and you think you can make an MMORPG? Have you been to the GameDev.Net Help Wanted forum and seen the flames for people who do this? :roll:

Moral: START SMALL! Make 3D Pong...

MMORPGs are the hardest type of game to make. I wouldn't go there if I were you. Start single player, if it becomes really goood, add multiplayer support. :wink:
________
Fake Weed
Last edited by disanti on Tue Feb 22, 2011 8:07 am, edited 1 time in total.
saigumi
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Post by saigumi »

The closest thing there is to what you want is Keless's Erring Light RPG Framework.

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=1230

It's not a complete package... and there really isn't an MMORPG package like that.

Good luck on the MMORPG.
Crud, how do I do this again?
Aea
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Post by Aea »

disanti wrote:Why are you starting so big? Your just learning C++ and you think you can make an MMORPG? Have you been to the GameDev.Net Help Wanted forum and seen the flames for people who do this? :roll:

Moral: START SMALL! Make 3D Pong...

MMORPGs are the hardest type of game to make. I wouldn't go there if I were you. Start single player, if it becomes really goood, add multiplayer support. :wink:
Because I have the artistic ability and not the coding ability :)
Bel'ni
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Post by Bel'ni »

If you really think you have the skill, you should create a protofolio with your best work. Yer best levels and yer best art, etc.

Then goto http://jobs.ea.com write yerself up and start earning money. You could even try doing it freelance.

Remember there are a lot of good programmers and a lot of great artists. But only a few that can do both.
Watch, Think and Tinker.
AssiDragon
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Post by AssiDragon »

A 5 easy step way of doing it.

1. Get CrystalSpace source
2. Get Planeshift (opensource MMPORG) source
3. Sit down and start checking it, analyze and understand
4. Go nuts over it
5. Start learning step by step

Actually, MMPORGs are quite hard to handle - even if you have some experience in the field of programming. For one, you could start checking the Freespace2, Quake2 or other games' sourcecode - you will find things are actually far more complicated you would guess :) lol
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Are we controlled, or is our own will...?
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Aea
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Post by Aea »

Many thanks there, I heard about the engine and the project, but didn't know planeshift was opensource :) Thanks, with that I would be able to do the art myself, and *hopefully* know enough code to modify it :)
AssiDragon
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Post by AssiDragon »

Wel, if you never really did game programming before you will have an extremely hard time...

Good luck, though. :)
Staring through eyes of hate we kill
Are we controlled, or is our own will...?
(Edguy)
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Post by Guest »

I am not saying you can't build a MMORPG, but a well known game designer "Raph Koster" says this about your plan: "DOOMED!"

http://www.legendmud.org/raph/gaming/doomed.html

Don't underestimate the work that goes into developing a MMORPG. If you dont have a large budget and a large team, it may take years....

I am not saying you can't do it. I may be better to keep you projects smaller and develop you skill in game programming and game design.
Bel'ni
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Post by Bel'ni »

Above post is mine.

(I hate a workplace were cookies don't work)
Watch, Think and Tinker.
Robomaniac
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Post by Robomaniac »

Do not do it. You will not be able to modify Planeshift to fit your needs. You still need a lot of coding experience to do any semblance of a mmorpg. They are the most complex type of game to make, even more than you think of. Some things that you most likely havn't thought of :

-- Player Management
-- Networking Issues
-- Cheating
-- Servers (lots of fast ones)
-- Low Level Stuff that is not visible on the outside

All of these things are extremely[\b] important if you want to make an mmorpg. As was said above, If you want to make a game, and you're an artist, create a portfolio and apply for jobs :)

Just do not try, for your own sake.
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Tyn
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Post by Tyn »

It's pretty hard to take, I know, everyone telling you that you aren't good enough to make an MMORPG. Something you have to realise is that MMORPG's are very hard to make and that is why you will find most charge a hell of a lot to use their program, on a monthly basis as well. IMO, MMORPG's are the biggest scam since pyramid mailing. It is a fantastic idea to think of but because of the difficulty of making them the only viable way of production teams making them is to charge an extortionate amount to use them.

My advice would be to make an RPG, then make it online in the same way that Diablo is online when you have done it. It's the only way you are likely to even get a good start, let alone finish it. Then if you want to convert it to a full MMORPG, you have the framework right there.
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