How would i go about starting a mmo
How would i go about starting a mmo
What is the best direction for MMO development? I want to make a runescape classic private server similar to http://www.rsclegacy.com. I will need an admin scripting engine, could use a cross platform server too. Any help?
Last edited by Vbitz on Tue Apr 25, 2017 7:02 am, edited 1 time in total.
The very best thing I can offer you is this:
http://mm.soldat.pl/?p=40
There is absolutely no sarcasm or irony or belittling involved. It's just a cruel fact. If you still want to attempt to make one after reading the whole article, then your next best guess is google. Start from something pretty much complete and alter it as you go.
http://mm.soldat.pl/?p=40
There is absolutely no sarcasm or irony or belittling involved. It's just a cruel fact. If you still want to attempt to make one after reading the whole article, then your next best guess is google. Start from something pretty much complete and alter it as you go.
That's a very good article Dorth, I remember reading it back in the day. MM has some very practical yet philosophical advice.
I think to sum it up in one sentence is "If you were ready to make a 3D MMORPG, you wouldn't be asking here".
I think to sum it up in one sentence is "If you were ready to make a 3D MMORPG, you wouldn't be asking here".
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Dorth has pointed you in a really good direction, if you can read it with an open mind. Second. Get a MMO engine which is free.. If there aren't any, then, my suggestion would be to get a free game engine... if such things ever exist...
Irrlicht is only a rendering engine, You can make a game engine with it. Good luck! and invite us if you get to somethin XD
Irrlicht is only a rendering engine, You can make a game engine with it. Good luck! and invite us if you get to somethin XD
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
I think we should add that to the FAQ...made my dayBlindSide wrote:"If you were ready to make a 3D MMORPG, you wouldn't be asking here".
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
good ideas, i have already implamented the latest version of irrnet and am using visial c++ express, currently my code is a cross between 2 examples to give scene files simple colision detection. i have made a simple map in irredit, it is only a landscape but sutable for testing the codeing. i also have a good understanding of database servers, bacic client server communacations and on that note i have read much better articales coming from devlopers not programmers
Sometimes I think that I should have made a MOD. The work involved in all this game programming stuff is really overwhelming. For educational purposes, however, I can only recommend it. But if someone wants to start programming the actual game, a modification of an existing game would probably the better choice...
Generated Documentation for BlindSide's irrNetLite.
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
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While all MMO's are complex beasts, not every MMO has to be the World of Warcraft, the scale of WOW still staggers me, the thousands of 3D assets could take one man a lifetime to create. But the are many MMO games out there whos style and scale are certainly achievable: Runescape, Penguin Club, Travians, Puzzle Pirates and of course no list would be complete without Planetarion
That is not to belittle the scale and complexity of these MMO's either of course, although I'm convinced that the media and software challenge would be within the grasp of a small team driven by a damn good idea!
So in answer to the original post, what I think is a prod in the right direction is, as with all good independent projects, realistic achievable scale and project ideas.
That is not to belittle the scale and complexity of these MMO's either of course, although I'm convinced that the media and software challenge would be within the grasp of a small team driven by a damn good idea!
So in answer to the original post, what I think is a prod in the right direction is, as with all good independent projects, realistic achievable scale and project ideas.
well i think, there is no problem with making mmo.
everyone say that "you cant do it" and "you will fail it" and so on, but what then?
if you dont try, you wont know how will it work
and so, if you fail, you learned something new. completing a game isnt everything i think.
actually im making mmo too (oh well not mmo, just mo, or what do ya call it.. im just planning for around 100 person), and maybe it will be a fail, but its fun to make it, and i learn a lot of things by making, so whats the problem?
i had an mo project before too, i used raknet, but didn't like it so much xD
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=28682
check out this topic
everyone say that "you cant do it" and "you will fail it" and so on, but what then?
if you dont try, you wont know how will it work
and so, if you fail, you learned something new. completing a game isnt everything i think.
actually im making mmo too (oh well not mmo, just mo, or what do ya call it.. im just planning for around 100 person), and maybe it will be a fail, but its fun to make it, and i learn a lot of things by making, so whats the problem?
i had an mo project before too, i used raknet, but didn't like it so much xD
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=28682
check out this topic
Yeah right!Frank Dodd wrote: While all MMO's are complex beasts, not every MMO has to be the World of Warcraft, the scale of WOW still staggers me, the thousands of 3D assets could take one man a lifetime to create. But the are many MMO games out there whos style and scale are certainly achievable: Runescape, Penguin Club, Travians, Puzzle Pirates and of course no list would be complete without Planetarion
What? Runescape is a small or easy game to make? You are kidding yourself!
Yeah, Penguin Club. But Penguin Club doesn't even scroll or anything. It's just one room scenes with a few dozen characters on the screen.
You are great at convincing yourself.Frank Dodd wrote: That is not to belittle the scale and complexity of these MMO's either of course, although I'm convinced that the media and software challenge would be within the grasp of a small team driven by a damn good idea!
Well what did you mean? Because it is belittling.
A damn good idea! IS ACTUALLY ( f****** I wanted to swear!) NOTHING!
I can think of thousands of good ideas about topics that I know nothing of. But I can still think of good ideas as to what I want it to do. You have to actually get it to do it though!!!!
The article Dorth gave is right.
This guy makes a good point too, about talking and showing off concepts. I'd listen to him and steer away from the urge to tell the whole world how your game is going to be the greatest ever!
http://www.youtube.com/watch?v=3hMYF2CRFRo
I can hear birds chirping
I live in the Eye of Insanity.
I live in the Eye of Insanity.
I agree strongly with the stay away approach. Most of those who venture into trying to make a mmo stop programming all together. Those who do survive learn that they have to start small and move on up. Try it like this.. Get a simple game idea maybe idk a fps..
Make it a fun single player experience.. from there start maybe looking into a networking lib.. Learn about clients and severs. then attempt to implement a basic 1v1 over the internet. After that continue to add more players. If all you have is a mix of two examples.. you arn't going to get far in terms of mmo. What most arn't mentioning is the design structure your going to need. Well structured code of all things is needed.
Also lets be honest here for anyone who has done networking its a BI*CH!
Make it a fun single player experience.. from there start maybe looking into a networking lib.. Learn about clients and severs. then attempt to implement a basic 1v1 over the internet. After that continue to add more players. If all you have is a mix of two examples.. you arn't going to get far in terms of mmo. What most arn't mentioning is the design structure your going to need. Well structured code of all things is needed.
Also lets be honest here for anyone who has done networking its a BI*CH!
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<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
Sigh, sadly the original poster still only has 3 posts, and probably gave up and left programming altogether like wildrj implied.
Let this be a lesson, kids.
Let this be a lesson, kids.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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