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Getting Started with MMORPGs

Started by March 24, 2002 11:13 PM
2 comments, last by rjahrman 22 years, 10 months ago
I have done lots of 2D stuff, but I have always wanted to make a MMORPG. All the articles I can find are either about 2 or 3 people playing a simple game together or about the politics (etc.) of MMORPGs. Does anyone know where I could get started with making a MMORPG like Ultima Online? Is there any good articles? Can I do it without a server? Thanks.
Excript from Swords and Circuity:

"You''re about to delve into one of the most difficult to master genres in the computer gaming industry. There is no other form of game that is more demanding, more resource hungry, more complex, more expensive, or more fulfilling to create thn the role-playing title. None."

I myself have little experience with network programming -- other than my software dev class almost a year ago (shudders at memory) -- but I have been trying to write my own RPG for 4 years. Rather unsuccessfully, I might add.

On the note of networking, here''s an article I found on /. that I suggested to someone at my college who''s interested in MMOs.

http://slashdot.org/article.pl?sid=02/02/21/164256&mode=thread

I''d also like to offer a thought I had a while ago. To me, one of the big problems with writing a MMO is to have the server for everyone to connect to. Limewire''s networking scheme seems to be an excellent why to accomplish this. Have a small website that lists a small number of IPs of other computers currently playing, a small perl script would suffice. The game acts as both client and server. This way, the bandwidth and server overhead rests exclusively on the players, and not a real (and expensive) webserver.

Good Luck!!!

-Solstice

deninet.com
aeris.deninet.com

"...I was given three choices, the earth, the stars, or..."
-Solsticedeninet.comaeris.deninet.com"...I was given three choices, the earth, the stars, or..."
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quote:
Original post by Solstice
Limewire''s networking scheme seems to be an excellent why to accomplish this. Have a small website that lists a small number of IPs of other computers currently playing, a small perl script would suffice. The game acts as both client and server. This way, the bandwidth and server overhead rests exclusively on the players, and not a real (and expensive) webserver.


Hm... a P2P MMORPG, sounds rather bleeding edge...
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes." - the Laughing Man
Read my post in THIS thread on why I think it''s doomed to fail.

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