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World Online Development

Blogging the progress of the multi-user online game, "World Online."

Author: ZDearborn

Progress on the concept, and some info

Posted by ZDearborn Saturday September 27 2008 at 9:01PM
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The concept has been evolving more, and the pages in my notebook become fewer.

I think it's about time to disclose some information to some of the people reading my blog:

World Online is set to be a persistent multi-user online role playing game, where the player will be engaging in survival and simulation in a sandbox environment. The world will interact with the player based on their choices and actions. These interactions will affect the player's future.

Of course this is but a minor piece of the concept, but will be a major idea in the game. I've been planning out the game as best I can, and it is turning out quite nicely- so stay tuned for future posts.

I've been around the development of MMO's for around 6 years, and the knowledge I've spent trying to study keep negating my satisfaction. I just can't get enough of it. I've read books, watched videos, and have been an activist in a lot of developer's blogs, but there's a brick wall in the to personal sufficiency. If anyone here has tips or references to aid me, please post them.

To all the nay-sayers and misinformed

Posted by ZDearborn Wednesday September 24 2008 at 5:48PM
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So I have had some comments (which I extremely appreciate the concern from the users towards the development of this game), and it appears that I had not given enough information, or had not explained it clearly. So let me inform with some clarity:

Game Name: World Online

Game Engine: Torque Game Engine + MMO Kit. << This technology is a pre-existant game engine, with an MMO networking plugin. This means that I will not spend time developing the core, physics, and networking from the ground up, as some developers of various titles have. This will hasten the development process, which brings me to a point that I will discuss later in this post (The Deadline).

Concept/Game Design Document: As posted in a comment by me in my first post, I do have a concept and design document which I will not disclose at this point in time. This document is by no means done. However, it is at a point where I can begin development.

The Deadline: Ok, I admit it. This may have been a total unrealistic date, and a naive one at that (I know- I contradicted myself, sorry), and after looking through and studying similar indie projects and the technology itself, I've learned that I will not set an exact ETA until I am ready for it (thanks: Kynmore).

The Website: I do not have a website ready for public yet, so please don't ask for it. I'll post it when it's ready.

If I missed any important points, or you have any comments/questions/concerns please post.

And so it begins..

Posted by ZDearborn Tuesday September 23 2008 at 8:07PM
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A Common Question: What does this have to do with MMORPG.com?

World Online is an MMORPG presently in development. While I do not have a sufficient team to produce the game yet, I will be working on it by myself until I get such developers. And what better place to post an indie-MMO then on this site, where I can promote and listen to the comments, proposals, and criticism of the MMORPG community.


On this day the development for World Online has begun. I will continue work by myself until I find some other qualified and dedicated developers.

World Online is set to be a 3D multi-user online role playing game, otherwise known as MMORPG (I have grown not to like this acronym as it is completely overused by development teams that end up failing within a week or two.. so why not use something different?). For development and the base itself, Torque Game Engine will be used with multiple plugins.

As for the conceptual aspect.. it will fall into the realm of simulation, survival, and sandbox. I will leave it up for you to read on through my progress to find the full game concept. Yes, I may be a bit insecure with the ingenious storyline! >:)

Any estimated date for release would be completely preposterous and naive at this state of development (the first day!), but I warn you that the task of completing the concept and core to the state of where I want the game to be at the very earliest testing phases will at least be in the early quarters of 2010.

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