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All Posts by bishbosh

All Posts by bishbosh

19 Pages 1 2 3 4 5 6 7 » Last
374 posts found

too everyone saying these animations,graphics etc etc are place holder etc etc 

pls link proof of claim

 

 

So many wrong things being said in this thread. time to clarify some shit

1. from a graphical processing perspective, rendering 1 player controlled character is no different than rendering 1 npc controlled character

2. textures, models etc are stored on YOUR computer. the mmo server doesnt send you the texture/model data across the internet. it just tells you which one to load on which character from the ones stored on your computer.

3. modern 3d games dont render huge chunks of the world ( minecraft does though). they render only what you can see. the size of the world is largely irrelevant.

5. mmos DO tend to have more player models to render than single player games. i dont think the difference is that huge that it justifies the shittiness of mmorpg graphics tbh.

6. mmo servers dont do rendering. having insane graphics doesnt mean mmo devs need to buy better servers.

 

The reason why mmorpg graphics suck is pretty much because:

1. if you make the graphics good lots of people wont be able to play it and that means you have lost  potential customers

2. graphics just hasnt been one of those mmo things so i guess it never became a part of the culture/expectations

3. graphics are not worth really investing in when they will look crap anyway a couple of years down the line compared to newer offerings. this is why many mmorpgs adopt a cartoony art style because it ages gracefully.

 

1.

C++ is the best because it very powerful and it is an industry standard. many relevant APIs and libraries are written in C++.

 

2. 

http://www.youtube.com/watch?v=0kpSiitk4eI  game engine c++/directx

http://thenewboston.org/tutorials.php excellent c++ 

 

http://www.3dbuzz.com/ good unity tutorials

http://www.gamedev.net/page/index.html good forum for questions and help

 

3.  

assuming you are poor and you cannot afford a full source license for any commercial game engine, it would be best to make your own engine. making a 2d game engine is not very difficult. if you wish do not wish to make your own engine i would recommend unity simply because it is cheap and it has a huge userbase = good support.

 

4.

dont be overambitious. 2d mmorpg with simple graphics (retro, minecraft, shape etc) is an acheivable goal but it is really pushing it for someone of your skill level. break the game down into components and work on them one at time. first maybe build your framework, then add a player, give him movement, give him attacks. add another player and attack him. add multiplayer so both players can be controlled by real people. etc etc

you should do whatever you feel like doing. if making mmorpgs makes your happy then do it.

 

 

Originally posted by Lupita

I would actually disagree that engineers would make good programers. I recently recieved my Masters in Applied mathematics and have worked at a few engineering firms but have generally stayed away from the programming aspects of it all. Alot of engineers can do calulations. However, it takes a special type of person to look at a mathematical system of equations that would pinpoint the bifurication of that entire system and convert it over to a some sort of discrete function. 

I do agree that all math is the same just the application and the way that one approaches a problem would vary quite alot depending on what you have learned. 

what about software engineers?

 

i am pretty sure engineers are the most suitable people when it comes to programming given that they actually learn to do it university.

Originally posted by LadyEuphei
Originally posted by bishbosh

i am pretty sure engineers are common in the computer games industry. they tend to be the people who write all the software and select the hardware etc etc.

i dont think mechanical and biomedical engineers are very common but any engineer with a strong knowledge of software could be accepted. for example I would hire a mechanical engineer who has worked with a software company for 3 years and has something to show for it over a graduate software engineer.  I would suggest your biomedical friend starts getting his feet wet in programming and making video games. 

As for hiring mechanical engineers for their mechanical engineering abilities? I dont think that happens unless the company is building a hyper realistic simulation game. Most game physics are governed by very simple equations which are modified to taste - dont really need a mechanical engineer for that. Game designers generally go by feel rather than realistic accuracy when it comes to games design. 

But the future is coming my friend :P do you think it would be viable in the future for companies to hire mechanical engineers to manage their hyper realistic games that future processors (hopefully) can handle?

i dont think it is a matter of what processors can or cannot handle. i think most game designers choose not to use realistic physics simply because it is not requirement for the game to be fun.

hyper realistic games exist now and they will exist in the future eg. gran turismo and it might be likely that these companies hire mechanical engineers to develop accurate physics. they also hire racing drivers to test their cars to see if they drive like their real life counterparts.

I am fairly sure mechanical engineers/physicists are hired to produce software such as solidworks and other softwares that contain engineering related simulation. Whether or not games will use this level of realism and physical depth/accuracy in the near future, i really dont know.

i am pretty sure engineers are common in the computer games industry. they tend to be the people who write all the software and select the hardware etc etc.

i dont think mechanical and biomedical engineers are very common but any engineer with a strong knowledge of software could be accepted. for example riot games hires graduates/interns with any engineering degree + portfolio of their game related work.  I would suggest your biomedical friend starts getting his feet wet in programming and making video games. He should make some simple games, engines, shaders, something and keep them on a website and show them when applying for jobs.

As for hiring mechanical engineers for their mechanical engineering abilities? I dont think that happens unless the company is building a hyper realistic simulation game. Most game physics are governed by very simple equations which are modified to taste - dont really need a mechanical engineer for that. Game designers generally go by feel rather than realistic accuracy when it comes to games design. 

i dont like monkeys or islands (no homo) so i voted yes

op i dun think u understand why games suck these days

 

blender is reasonable free alternative to maya/3dsmax. you are probs going to need to buy photoshop for textures. 

but honestly if you are making a mmorpg and having difficulty coughing up a couple of thousands for software you probably shouldnt be making an mmorpg.

to fund the greatest mmorpg of all time

 

 

http://www.kickstarter.com/projects/120873716/your-world

 

 

 

may 3rd will never be the same again

visual studio express is free for commercial/any use
Originally posted by Quizzical
Originally posted by asmkm22
Originally posted by Suraknar

Hmm... while some of the more experienced people around here who are against the use of premade engines, are offering some valuable insight and information.

I still think that the spirit in which the OP is presentingthem is still valid and good. The premade engnes are a good start of the new people to get in to making a game. Not everyone can start coding their own engine just like that. And not everyone can make a game and grasp many of the notions that are involved. But everyone can learn and premade engines are a good way to learn in my opinion.

So unless some here have somethng to fear, i do not think that discouraging people from getting their feet wet with these engines which at 99$/year are a very affordable endeavor, is actually a good thing.

Many players have much better ideas than existing Devs (mainly due to constrtraints imposed on them by the industry), which these engines could help some to express without those constraints. It can only be good for the industry and I do not hink that there is anything to fear of.

I say anyone who ever wanted to put some of their Ideas to the test, go for it, pick one of these engines and let your creative juices guide you!

 

Don't read too much into criticism with pre-made engines.  They are industry standard for a very good reason.  Namely, building a game engine up from scratch is very time intensive, which means expensive to do.  I offered criticism for Hero Cloud not because I think building it yourself is a better choice, just that a lot of people go into this not realize just how monumental a task creating a game really is, regardless of the engine used.

Licensing game engines may be common, but launching an MMORPG on what is basically a trial version of a game engine that doesn't let you touch the source code?  Have any games done that and succeeded, ever?

-----

As for my own engine, it's not AAA graphics quality by any means.  Here's a few screenshots I just took:

Looks decent enough to my eyes.  The weird cylinder in all of the screenshots is my placeholder character for use in testing collision detection, and won't be a part of the final game.

Also, at around 300 KB, each of those screenshots is larger than the entire game itself is at the moment.

opengl or directx?

also is directx free to use?

Originally posted by Quizzical
Originally posted by bishbosh
Originally posted by JamesP
Originally posted by bishbosh
Originally posted by JC-Smith
Having worked with Hero Engine for about a year and a half now, there is absolutely nothing wrong with the thing. It's renderer isn't on par with the likes of Unreal Tech, but the editors, collaberative editing, networking is all just fine.

you have to release your game to the public before you make this claim. no one expects a developer to criticise their own work publicly.

 

in terms of released games, hero engine doesnt really have a great history. no doubt it is easy to use, allows multiple people to work on the same thing at the same time in real time and has plenty of built in assets and networking but personally i would go about making an mmorpg using it. heck i wouldnt go about making an mmorpg as an indie unless it was something very simple (eg. 2d, turn based, text based or just plain simple)

So you think CCP were in the wrong to go about making EVE: Online and now there newest MMO in development? You think the creators of Dark Fall were in the wrong? You think it's wrong for Us to be making Greed Monger? You think it's wrong for JC-Smith and his team to be making The Repopulation (I've personally worked with them for a week or 2, GREAT group of guys!)? There are plenty of Indies making MMOs... Yes just as many if not more fail but oh well They learned Lessions which they can go on and use on future games!

 i really dont know how you would define indie or non indie but the people who were making eve and darkfall seem to have a fairly strong engineering base. eve and darkfall use their own game engines and server technnologies. eve was an extremely well thought out practial and feasible mmorpg -->

- very few assets ( art, models, textures) due to space theme

- no story cutscenes and cgi stuff

- simple, slow paced combat

- no/minimal animation requirements

i cant say is wrong for you to make greed monger or above and beyond studios to make repopulation but i dont recommend  tackling huge projects such as mmorpgs unless you have the knowledge and experience and business mindset required. i have no idea what you guys are capable of but choosing an unproven engine, surrendering server control to a third party and the forfeiting 35% of your profits makes it hard for me to take you guys seriously. dont get me wrong, i would like for you guys to succeed, i really hope everything works out fine for you guys and i harbor no ill wishes i just dont find the whole idea of herocloud and small groups of  inexperienced dudes making mmorpgs very promising. having fun and learning lessons is great but it means nothing to an end user.

just a few questions:

- what are you doing about hackers?

- herocloud servers have provide enough bandwidth, how are you ensuring they will?

- do you know what server hardware is being used and can you prove that it is good enough?

- have you tested your servers with the targetted number of concurrent users?

- how are you dealing with latency (do u have client side prediction or something in place)

You have to have an awful lot of stuff in place before you can meaningfully test server capabilities.  If you're launching a game next week, then yeah, you need to have answers to all of those questions by now.  But if the first beta is a year or two away, the game could easily be in a state where the most you can do is have plans that you're fully aware are unlikely to survive contact with reality.

any good multiplayer is built with multiplayer in consideration right from the start. from the looks of repopulation they easily have enough stuff in the game to test servers. all you need is players in an area performing actions and seeing if the server can handle relaying/processing information between clients to each other assuming authoratative server model is being used. this should really be done asap and im sure most multiplayer games are subject to such testing asap. maybe swtor wouldnt have been so crap if they taken server/multiplayer capabilities seriosulsly right from the go.

Originally posted by JamesP
Originally posted by bishbosh
Originally posted by JC-Smith
Having worked with Hero Engine for about a year and a half now, there is absolutely nothing wrong with the thing. It's renderer isn't on par with the likes of Unreal Tech, but the editors, collaberative editing, networking is all just fine.

you have to release your game to the public before you make this claim. no one expects a developer to criticise their own work publicly.

 

in terms of released games, hero engine doesnt really have a great history. no doubt it is easy to use, allows multiple people to work on the same thing at the same time in real time and has plenty of built in assets and networking but personally i would go about making an mmorpg using it. heck i wouldnt go about making an mmorpg as an indie unless it was something very simple (eg. 2d, turn based, text based or just plain simple)

So you think CCP were in the wrong to go about making EVE: Online and now there newest MMO in development? You think the creators of Dark Fall were in the wrong? You think it's wrong for Us to be making Greed Monger? You think it's wrong for JC-Smith and his team to be making The Repopulation (I've personally worked with them for a week or 2, GREAT group of guys!)? There are plenty of Indies making MMOs... Yes just as many if not more fail but oh well They learned Lessions which they can go on and use on future games!

 i really dont know how you would define indie or non indie but the people who were making eve and darkfall seem to have a fairly strong engineering base. eve and darkfall use their own game engines and server technnologies. eve was an extremely well thought out practial and feasible mmorpg -->

- very few assets ( art, models, textures) due to space theme

- no story cutscenes and cgi stuff

- simple, slow paced combat

- no/minimal animation requirements

i cant say is wrong for you to make greed monger or above and beyond studios to make repopulation but i dont recommend  tackling huge projects such as mmorpgs unless you have the knowledge and experience and business mindset required. i have no idea what you guys are capable of but choosing an unproven engine, surrendering server control to a third party and the forfeiting 35% of your profits makes it hard for me to take you guys seriously. dont get me wrong, i would like for you guys to succeed, i really hope everything works out fine for you guys and i harbor no ill wishes i just dont find the whole idea of herocloud and small groups of  inexperienced dudes making mmorpgs very promising. having fun and learning lessons is great but it means nothing to an end user.

just a few questions:

- what are you doing about hackers?

- herocloud servers have provide enough bandwidth, how are you ensuring they will?

- do you know what server hardware is being used and can you prove that it is good enough?

- have you tested your servers with the targetted number of concurrent users?

- how are you dealing with latency (do u have client side prediction or something in place)

Originally posted by JC-Smith
Having worked with Hero Engine for about a year and a half now, there is absolutely nothing wrong with the thing. It's renderer isn't on par with the likes of Unreal Tech, but the editors, collaberative editing, networking is all just fine.

you have to release your game to the public before you make this claim. no one expects a developer to criticise their own work publicly.

 

in terms of released games, hero engine doesnt really have a great history. no doubt it is easy to use, allows multiple people to work on the same thing at the same time in real time and has plenty of built in assets and networking but personally i would go about making an mmorpg using it. heck i wouldnt go about making an mmorpg as an indie unless it was something very simple (eg. 2d, turn based, text based or just plain simple)

erm this is just a video of trees
Originally posted by Ramonski7
Wow I never witness so much vemon spewing forth at someone that is just trying to ask if herocloud would be a good start for new or small indie teams to tinker with. We're not talking about the next UO here. I personally think it's fine to dabble in while moving from the concept phase to the materialize stage. It would allow you to test your fortitude while keeping your finacial well being safe. I look at this as a way for new ideas to surface just like XNA was to console gamers for indies. No harm in that. HeroCloud is nothing more to MMOs than XNA was to consoles. Which maybe a good thing to humble a lot of the people around here that keep thinking they can do better. Some may and many will not.

read thread again. i dont think anyone here has been even slightly rude to OP. a lot of people here dont seem to appreciate the engineering side of video games and the dont understand how important it is. multiplayer is a huge challenge and massively multiplayer is even harder. herocloud is fine for getting your feet wet but if you want to make actually make a massively multiplayer game and make money from it i would look elsewhere.

HAHAHAHA

gear

level

content

progression

pve

class

auction house

bound item

end game

dailies

quest

Originally posted by grimal
Originally posted by mmoDAD
Originally posted by Souldrainer
There are some good things that this engine brings to the table, like stable network management. However, if you are an indie dev who has fewer than 10 games under your belt, I strongly advise you to avoid RPGs and MMOs until you have a good grasp on the fundamentals of game design.

This doesn't matter at all.

WoW was Blizzard's first MMO. It did very well.

SWTOr was BioWare's first MMO. It did very bad.

 

It's all about knowing what makes a good MMO. BioWare claimed it was story. Nope.

There's more to having commercial success than having a good product.   Yes, it does help, but that in itself does not guarantee its success.

mmoDAD ccompletely missed the part where blizzard has lots of experience with massive multiplayer with bnet and bioware has none and both companies have made other non mmorpg games. souldrainers advice is pretty good. i reckon you could subsitute 10 small indie games as he suggested with 1 succesful multiplayer indie game that people actually play. point is that you need skills/experience/money to make an mmorpg and until you acquire this you probs shouldnt bother. make a simple multiplayer game first-- see if you can do that.

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