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ZAFF(Hc) 3/31/07 4:20:35 AM
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Apprentice Member
Joined: 2/08/04 |
Originally posted by paulscott haha gotta love it. |
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fredrik1 4/05/07 5:01:50 PM
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Novice Member
Joined: 11/13/03 |
There is a very easy reply to this thread..
And you will definitely not get someone else to make an MMORPG for you without those prerequisites. You should forget all about games and start learning a programming language.. When you know what you are talking about, you have good programming experience and feel able to actually lead a development team then you might consider to start and make a bigger game and even then it would probbably be a bad idea to make something as big as an mmorpg. |
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tylerwick 4/05/07 5:08:52 PM
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Apprentice Member
Joined: 7/03/03 |
Hey guys, I know some HTML.. who wants to make an MMO? pwn l337 < random comment about mmo's here >
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skywisenight 4/05/07 6:02:29 PM
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MMORPG.COM Staff
Joined: 10/22/04 |
Originally posted by BurstDemon My gamer heart breaks when I read this. This just isn't true! 2D games are still good, just like classical animation is still good but for some reason everyone thinks everything has to be 3d. |
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cupertino 4/05/07 6:10:47 PM
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Novice Member
Joined: 2/01/07
Sigils answer to everyting... "can you bumpmap that?" |
I have lost count at how many times ppl post on programming forums such as gamedev about wanting to make an MMO, some kid (always seems to be 13-17 year olds) says "I have a great idea for an MMO I need some programmers, i cant pay you but we can share the profit when its done" or "I just started programming and Im goona make an MMO to learn the ropes, I could use 2 or 3 more guys to push the game along".
Like programming pac-man or space invaders for the first time is a walk over. gesh. MMO takes years and a teams of 50+ ppl to make even a crap MMO. I challenge you to make space invaders in 1 week, I want full commented source code. |
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Iiis 4/26/07 4:11:41 PM
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Apprentice Member
Joined: 4/25/07 |
Ah don't tread on the kid's dreams.
BurstDemon, I reckon you should think about why exactly you want to make a game, what area interests you. If it's writing a story, thinking up characters and crafting a world, I recommend RPG Maker as a good starting point; take a look at The Way by Lun Calsari to see what can be done with this simple engine. You'll be pretty much limited to a Japanese 2d-style RPG, but if you're willing to work within those bounds you can have a fair bit of freedom. It's a good introduction to the basics of programming, but you might also pick up some useful skills like midi composing, map design, game balancing and pixel art. For a one-boy development team, it's your best option. I reccomend RPG Maker 2000 or 2003, RPG Maker XP looks prettier but that means its harder to create your own graphics. Alternatively, you could open WordPad and write a book If you're an artist like a Da Vinci artist, ie graphics are your thing, you could look at RPG Maker with a view to focusing on creating custom Charsets (character graphics) and Chipsets (map graphics), if you were willing to work alone; or you could find a programmer who's looking for an artist to help with his projects. If you can manage to do some halfway-decent characters for RPG Maker then get in touch, maybe you can help me with my RM project when I start back on it again in the summer. There you go that's one contact... If you want to work on the programming side, like others here said find a good learning tool, and try to put together some simple games. I remember my first projects at 8 years old on QBasic being a madlibs style adventure, a digitised version of 'Go and tell Aunt Nancy' and a guess the dice roll game. It might not impress the wizened old coders on these forums, but your ICT teacher, family and friends will probably be a lot more surprised that you can code at all, since most people don't know anything about it. If you're into design, I recommend beginning by attempting to put together a complete summary of the features your planned game will include. How will they all plan out in a massively multiplayer setting, and how will you prevent or deal with common problems on MMORPGS like griefers, zergers and the like? What unique features will your game have? When you've got the generics covered, think up the specifics of item types, monsters, spells, classes etc. Come up with the numbers that'll keep things balanced. When you've got a working design spec together, post it on here so everyone can a) find holes in it and b) set up a forum role-playing version of it, like this one http://www.mmorpg.com/discussion2.cfm/thread/94781/page/1 to see how it pans out with real players. @certain posters: don't feel so smug (some people sound smug, anyway) just because you know more code than him. Yes making an MMOG is at this stage beyond him, programming is hard, I think he is aware of this, and if you don't think he is aware of the learning curve ahead of him, tell him without being snarky. |
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Daywolf 9/17/07 5:03:24 PM
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Apprentice Member
Joined: 11/09/06 |
Originally posted by elvenangelYeah, old thread (but this year), thought I'd reply just the same ;) Not so generic, unless you are a generic developer. Currently for RC1 the Pro version is released so for BlitzBasic programmers it really all comes down to your skill. RC2 is still being ported fully to C++ so for C++ programmers it is up to their skill once RC2 Pro is released. Additionally, after RC2 is released, they will be working on a seamless zoning system so it is not as limited as many are lead to believe, especially now since the old b3d code has been dumped for a full C++ source (client & server). I will say though, it's not a brainless system, it is fairly complicated to actually work with and especially to make your own unique project, but that is true with any system. I think their sales pitch on being so easy actually degrades the seriousness of the middleware package, not everyone wants to hear "it's so easy even a caveman can do it", but it's seems easy enough to work with, however, yet open enough to basically do anything you want if you actually have such skills to do so.
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ryman 9/17/07 6:12:26 PM
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Novice Member
Joined: 10/30/05 |
Originally posted by cupertino MMOs don't necessarily have to have great teams of 50-100+ developers. These teams that do, are more than likely making their own engines, tools, etc. It's very likely for even 1 programmer and 1 designer to create a demo in order to bring in more team members to finish out the actual MMO. Just have to be smart about it and set a reality point, like you aren't going to expect to make your own engine from scratch if you are a very small team (hell most professional companies just go license out the Unreal Engine, nowadays), not to mention needing to master Client To Server communication.. just too much work for a non-professional group of indy developers that want to complete a MMO within 3-4 years. I for one have learned to rely on libraries, as a starter and aspiring professional.
So in other words, take my advice.. don't start at the lowest form of coding.. Win32 C++ with DirectX. It sounds fun... but it just not fun to start out with, without no prior programming experience. |
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Pale_Rider 9/30/07 9:28:03 PM
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Novice Member
Joined: 8/23/06 |
I'm still very new to programing and just been learning to program but I would suggest for fun would be to go to http://www.riemers.net/eng/Tutorials/dxcsharp.php after downloading Visual c# 2005 edition and i think something else, not sure, and try out those tutorials. Theirs 3 great tutorials to help u understand key elements for Visual C# programming. Just to see how it all works, I went through all 3 very quick to get a quick concept and see how all the code connected and worked together. After seeing what it can do, I'de work on doing the terrain tutorial over and over till you start to understand how it works. Just keep going over it each time till you start doing it by memory. Then looking at the code, try making your own terrain. Then just pop onto the others tutorials and do the same thing, going over older parts now and then to keep it fresh in your mind. With alot of effort and more studying, you could have a 3D character walking around on your terrain that can go up to a tree model, swing an axe, and with a 3d tree with animations, have it cut down with 1 swing with collision detection lol.
I got my school laptop taken away for making myself an administrator so i'll have to get all my tutorials back and work onto my home computer and start over, refresh my mind again lol.
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itzit 9/30/07 9:37:12 PM
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Novice Member
Joined: 12/25/04 |
I think MMO's have reached their peak. It's just my opinion and everyone has one. So unless you have something that will completely change multiplayer games, I think it is a waste of time. |
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