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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
1/27/13 10:41:48 AM#21
I thought it was good. Also agree to remove the negativity. Part of turning a dream into reality is confidence and belief in what you are doing. It doesnt matter if you did it on the fly or not. What matters is how much time you invest in making it the best MMO you can imagine. What kills other MMOs is politics. Trying to get something (money) back from the effort invested. Ask yourself this. What would you want to put in this world? And I wouldnt depend on a 'community' to do it for you. We'll just pull you in 800 different directions as we all have different wants. Add things YOU think would be important and start there. You'll need to develop a concept and write some lore. That can easily take years depending how far you want to take it. Understanding the farther you take it the more immersive the world can be. I say keep going. Dont rush it. Make it a labor of love. Good luck. |
Originally posted by darkhalf357x
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1/27/13 8:47:15 PM#23
Originally posted by ArChWind
I haven't done any serious attempts at looking into other engines for a potential port, with the exception of different Torque versions.
One question about BW. How are multiple physical servers handled as far as setting up a server cluster for a single realm? Can the binary version do that out of the box?
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Originally posted by XAPGames I installed on a VM on my box to test with but my HD took a shit in July. I was running the demo on one core. It uses Linux CentOS 5.0 or Redhat 5 64 bit. The demo is one CellApp so the warning was given about server lagg but I never experienced lagg well just me hehe. The ratio between concurrent connections and CellApps Cores ranges between 100:1 and 300:1. Depends on what you intend to do here. This is cell apps and does not include enterprise stuff. At least one core for login and two cores for MySQL. I am rebuilding Whren at 13KM square with expandablity in mind up to 78KM SQ. 13 KM Whren would require 10 cores for 3000 CCU and maybe 5 cores for for server side stuff. Nice thing about this is if you want more CCU in a single world just throw in more cores. Since the server is 64 Bit and you can buy a cheap server to start then use a blade when things get up and running at release. BTW - War Gamming built World of Tanks on indie. They bought BWT for 45 Milion to keep from paying royalties. They set a world record with 93,000+ CCU on a single world with this engine.
edit - Assuming a 3:1 ratio between CellApps and BaseApps and taking 8 cores extra for other processes including the MySQL server, The number of cores required to support 5000 concurrent users ranges between 30 and 74. If using 4 cores machines this ranges between 8 and 19 machines. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
1/27/13 9:29:05 PM#25
Originally posted by ArChWind The return of Whren! I thought you had dropped off the face of the earth, Demi. Good to see you still around. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
Originally posted by Loktofeit Thanks I thought you knew. Yeah I returned. |
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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
1/27/13 11:55:26 PM#27
Originally posted by ArChWind Msg me privately. Lets talk about writing. |
Originally posted by darkhalf357x Disregard the PM. It seems I lost it all and I don't think anyone of the old team will have it. I only have a couple peeps that I know here becasue of their PM and who they are. It is scattered and lost now. :(
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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
1/28/13 8:24:13 PM#29
Originally posted by ArChWind Want to start over? |
Originally posted by darkhalf357x As long as it sticks to the original theme that was sent I have no problem with a restart. PM me email me or skype (set a time and I will be there) |
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Well anyway I am done for now. :) |
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3/02/13 5:39:02 PM#32
I've used about half a dozen engines. Big World is definetly the best for MMOs. The fact it uses Python for its scripting base is a huge plus instead of some proprietary scripting language you have to learn. You can pretty much use a script to flesh out most of the world. The thing I found when working with a team is you have to cement down everything right at the start. Most indies decide to forgo this and its a big time sink. The time sink should be the pipeline, not the concept. I find I can complete things about 10 times faster if I know what I am creating first. The time it takes to concept something takes a fraction of time compared to actually making it so its a step that should always be taken. With a title you are not paying people, its also a good idea to have guides and videos made on how to model something. A lot of the developers you will get have limited experience or no formal training so they might do some things unideally that will reduce efficiency, like thinking poly count is the only thing that matters; or working at the wrong scale/wrong axis. I found myself wasting alot of time going back and redoing something because someone changed their mind. Or helping/redoing a model done by someone else because it was not a clean mesh. Or doing any of the technical related art tasks like developing LODs for other modelers so they are clean, and creating collision meshes. Also starting with a small idea/land mass is usually for the best. However, Big World is difficult to adjust in size once you have your world in place, so making it big first then locking players from getting to distant lands is a work-around. Hero Engine does a nice job of increasing size when its necessary, but it uses HeroScript and is more geared towards lobby based play. To me if you can do 1 task related to game development well, you are at a professional level. The only thing really seperating you is employment. Its not like anyone makes a AAA mmo alone. I think if you want to get any funding, your approach is the best. Get your game to a playable state with limited content, then seek a publisher. No publisher is going to take you seriously with just a couple trees, they want to see if the game will make them money. At the very least the main game feature must be playable, and there is a small area that is at a polished stage. On the walking animation, I hate the running around with a stick up their ass animation. Its an easy fix for games that use the root joint as the transform. Just make the another joint at 0,0,0 act as the root. |
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