Thread: Designing an MMORPG

  1. #16
    the Great ElastoManiac's Avatar
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    Well tell what you know todo currently, and i'l tell you what to learn and how...
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  2. #17
    www.gamingdl.com gamingdl'er's Avatar
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    Well, I know basic C++(pointers, arrays, all that stuff :P), I know how to set up a game window. I know how to make a tiny pong game in DirectX. I know how winsock works because I've used it in VB6.

    And those are the things I know the best. I have a book on other topics as well. Like DirectX fundamentals, 3D programming, etc.
    Not very much, but like I said, I have plenty of time
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  3. #18
    the Great ElastoManiac's Avatar
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    Well you know just about all you need to.
    Why not start making that MMO.
    If you need a 2d artist or programmer, i'm willing to help.

    First thing you need to do is create a website for the game, and a fourm
    - so you can talk to the people that are willing to help you.

    Even if you are gonna make this alone, all MMOs have websites, they must
    report news about servers and stuff...

    I don't know much about creating web sites, but if you wanna free space
    check out geocities. Or something, just for temporarly use.
    You can later buy domain...
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  4. #19
    www.gamingdl.com gamingdl'er's Avatar
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    www.gamingdl.com is a blog and game database Im working on. I'm coding that all by myself including it's forums. I actually didn't know much about webdesign till I started on it, and now it looks really nice.

    Thats what I plan to do with this online rpg.
    Plus help would be great.
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  5. #20
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    No offense, but it sounds like the blind leading the blind here...

  6. #21
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    Just to let you know you should up the limit on your email registration on your site, my email is nore than 20 characters so I cant register you should make it like 40. Just a thought but I am looking forward to you game. I am currently learning C++ and stuff associated with it so, if it is a windows only program I am happy to help if you want my help..

  7. #22
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    Well I wish you the best of luck on your project, just remeber if you gota redo your hole code 3 or 4 times don't give up. It happens on big projects. Well I hope you pre-planed story lines, char. concept art and all of the other goodies needed for a good mmorpg. Have you already saved up for a server?
    (Expert Visual Basic Programmer)
    (Newbie C/C++ Programmer)

  8. #23
    www.gamingdl.com gamingdl'er's Avatar
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    I have an extra computer with T1 that can be a server. And I have planned some of the story line. Graphics and concept art is what Im going to find someone else for.
    Visit www.gamingdl.com - A gaming download database
    *Complete and ready for you!

  9. #24
    C++ Enthusiast jmd15's Avatar
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    Hey, sounds like a good idea. I would be willing to help since I have been trying to find some programming project for a while now. I know the Win32 API well, have a decent knowledge of Winsock, and some knowledge of OpenGL(I know we wouldn't be using that, unless you wanted to). I wouldn't have TONS of time to give up for it, because of school(get out of school at 3 PM on weekdays).
    Trinity: "Neo... nobody has ever done this before."
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  10. #25
    Absent Minded Programmer
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    Quote Originally Posted by ElastoManiac
    Why are everyone opssesed with MMORPGs???
    I like FRPG, Dungeons and Dragons, Magic the Gathering!
    But everyone just wanna make MMO... Why

    It's 'cause of the fame isn't it?
    Everyone will know you if they play your MMORPG.

    Well anyway making such game is very hard. Try to program something
    simplier and then move on to MMO.
    If you are going to use 3D graphics try IRRLICHT- open source engine for C++, very simple
    For 2D you should either use Allegro or Windows.
    Thats why Richard Garriot did it, and he made the sweetest MMO ever
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  11. #26
    Registered User VirtualAce's Avatar
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    SDL, SDL, SDL, SDL - Allegro, Allegro, Allegro.

    That's all I ever hear.
    "DirectX is too hard"
    Usually this comes from hearsay and the people saying it don't know poo about actually using it.

    "Use SDL, it's easier"
    If you are looking for easy then go code Tic Tac Toe. Read my lips. Game programming is NOT easy. If you want easy you are not a game programmer.

    "With SDL you don't have to worry about all the underlying hard stuff...."
    You mean like how the DirectX API works? How COM works. Great so now we can code using a wrapper for an API even though we don't know anything about the underlying API. Nice. Mark my words: Use SDL and eventually you will outgrow it. It cannot and will not support everything you want to do. Buy some books on DX or GL. Even if you are using GL for graphics I would use DX for sound, input, etc. Learn them.

    So in closing:

    Damn people, just use DirectX or OpenGL.

    I'm getting testy about this because I think people are talking out of their hershey highway. I don't think some of you have even tried DX or GL to even say anything about either one of them. Both are extremely useful API's and you should know the underlying structures and mechanisms that make them tick. DirectX is a complete god-send when it comes to games. It used to suck and it used to be convoluted. But as of DX 9.0, most of the convolution has been fixed.

    Use it. I know I'm not going to buy or load a game on my system when the programmers didn't know how the thing even worked. You think game companies just use some library and take no thought for how it works? They use libraries, yes, but they also know they could code their own if needed - but they don't have the time or manpower to do so. But they DO know how to code and they DO understand how it all works. If not they won't be around long.

    Using a wrapper for an API to avoid learning the API is ludicrous. Using it to save time, money, and resources is usually wise.

    And another thing. Coding a game engine that can actually do a single player RPG is hard enough. Add the multi-player aspect to it and you have yourself a complex project even for the extremely seasoned veteran.

    Do you guys even know how much code that adds to a program. Do you have any idea of the problems it presents?
    Do you have the resources to overcome these problems and/or the knowledge.
    Do you have any understanding of how/where you are going to store the resources/caches?
    Do you have any understanding of how to implement a scripting language to implement quests and/or a script generator system to do it on the fly?
    Do you have any idea how you are going to sync the games and how you are going to respond to errors in syncing and/or errors in transmissions?
    Do you know how you are going to handle the server load so that the game doesn't slow to a crawl?

    I think you guys would be better served by creating a single player game and getting it right before you attempt an online role playing game. Several companies with much better programmers than us have tried and completely failed.

    Having 'some' knowledge of winsock will get you nowhere. You have to know more about multi-player than just how to do the winsock stuff. Winsock is cake, but the problems to be solved in an MMORPG are not cake and have more to do with your approach than actually interfacing with Winsock.

    Get real guys. Code something that you can actually complete in this lifetime with the manpower and resources you have.

    Good enthusiasm but direct it a bit.
    Last edited by VirtualAce; 11-27-2005 at 06:30 PM.

  12. #27
    The Reel Thing
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    Using it to save time, money, and resources is usually wise.
    Exactly, most of the people here, including me, are hobbists. We program in our spare time because we like programming games, and the engines and other wrappers we use let us do so in the least amount of time, with usually a better result than if we would have used OpenGL or DirectX.

    I'm not saying you don't have a valid point, but, you have to take into account that a lot of hobbyist game programmers don't have the time or patience to learn an API such as DirectX or OpenGL.
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  13. #28
    C++ Enthusiast jmd15's Avatar
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    I personally hate wrappers and stuff like SDL, that's why I never bothered with it. I have started into DirectX just a little bit, and more so into OpenGL. OpenGL seems easier to use than DirectX, although I don't know why it would. Must be that OpenGL wasn't developed and pushed by Microsoft, as was DirectX.
    (I actually like Microsoft, but they have a habit of making things more complex than they need to be)
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  14. #29
    Deprecated Dae's Avatar
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    I agree with Bubba. I also think in the long run it would be better to learn DirectX or OpenGL. Honestly whats the point of learning about these "data structures" when you use simplified wrappers that don't require you to ever use them. With that, I've decided to read a DirectX game programming book. I find the biggest problem is that most of the concepts I learn in what I read is that I have nothing to impliment them on - so its harder for me to remember them.

    I was only planning on testing and making a single-player game. But if you guys decide to use DirectX and Win32 then I would love to help too. I have intermediate experience with C++, win32, and some winsock/opengl experience. I actually just started getting back into C++ so I should get much better soon . Of course DirectX would be harder, but it would be much more rewarding, and better to spend time learning. Also note that using Direct3D and not OpenGL would get you used to using DirectX, so you wouldn't need to learn SDL and some other sound library.

    Obviously right now it seems like the blind leading the blind, but its not like anyone here is expecting a retail game out of it or something
    Last edited by Dae; 11-27-2005 at 09:22 PM.
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  15. #30
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    Quote Originally Posted by sand_man
    No offense, but it sounds like the blind leading the blind here...

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