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Original post by BBHudson Quote:
Original post by Empire1
I have been thinking about this recently, and I know you all have doubts. This MMO would not be 3d, but rather a 2d game like Ultima Online or Runescape.
Here's what I'm thinking right now. A 2d game with the view above the character. Made with Python and Pygame( www.python.org , www.pygame.org ).
This idea does not sound that interesting, but this could easily turn into a community project, with some of the best mmo ideas built by the community.
Here's what im thinking for starters.
-Easy leveling
-Town/City Raids
-Siege Weapons
-Hero classes ( Hero classes can take a long time to achieve )
-Dungeon Raids
-A large list of classes/skills
This is just for starters, if this seems like a good idea please give some feedback in this thread. If you guys like this idea I will most likely start a website/recruitment thread in the next day.
I don't think you have what could be called an "idea" as of yet. How will this be different to any other MMORPG? Why will this be more fun than WoW? Your "idea" at the moment seems nothing more than "to make a MMORPG". Well fair enough, but hundreds of people - myself included - have that very same idea. The one thing that alters between pretty much all RPGs is the combat system - I suggest this is where you begin. You need to design a system that is creative and fun to stand out (because lets face it, despite being one of the most important aspects of any RPG, the combat systems in current games are pretty freaking boring!). Don't just base this off something you've seen in a different game - there's a reason why the latest RPG always has a new battle system: because nobody has done a perfect one yet. Find something different, not necessarily radically different, but definately different. Once you have an idea for combat, you have an idea for a game.
That you're opting for 2d is no bad thing; graphics are not a major aspect of an RPG, and in many cases 2d looks better anyway if you get good artists (though I must say if you're planning on a particularly large world - like you should - then this will mean a lot of work for your unfortunate artists).
Large list of classes and skills? That's easy enough to say, but how will you make each unique? A problem many RPGs find is that there are only a small number of different ways you can deal damage to an opponent, and generally classes that specialise in support roles are unpopular in the online game (ever played as a monk in Guild Wars? It feels more like forced labour than playing a game). Balance is, of course, a major issue for any game, but especially so in a MMORPG where character customization plays such a big role, so make sure there are no sucky classes.
How will it be more work for the artists? IMO 2d is easier to perfect on an MMO and works and handles a lot better. Especially if you want a good combat system.
My idea isn't going to be better then WOW, but it will be an original MMO. All the MMO's are promising that list, but no MMO's actually have any of that. The main focus of this is going to be PVP. And as of the combat system, I'm going to be laying that out tomorrow all on paper, and throughout this weekend. I hope to be writing my design documentation soon. First I will have to research different game engines, some nedieval history, and create the basic structure for the game. Suggestions are welcome, also constructive criticism is welcome. Please don't tell me this will be too hard to achieve, I am devoted to making this a reality. I have the resources needed as far as funding etc.
I will be back with a thorough design doc, and a basic website soon. Until then keep the posts rolling.