I believe i read somewhere that you can make morpg's with mmf2 using some moo extension or somthing. can someone post a link on how to make a morpg?
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I believe i read somewhere that you can make morpg's with mmf2 using some moo extension or somthing. can someone post a link on how to make a morpg?
Can someone also add a link why not to make an MMORPG? :)
Okay okay, I do it myself - these include nice links to more information too:
So you want to make your own MMORPG
Building MMORPGs @ devmaster
And here's my experience with it. Every single shot I gave at making something MMOish (or even MOish), afterwards I believe I should rather have made a cool little game that I could now show around instead of several hundred pages of code that just print a few lines of text into the console that don't mean anything to non-programmers. Or move some ugly dummy sprites around in a white window. With counters everywhere. Yay.
So first thing you should do is write your whole idea down. EVERY - SINGLE - DETAIL. Make lists of everything that has to be done. Make lists of everything you have to learn to actually be able to do those things. Make an estimate how long it will take you to do each of those things. If you're still up for it then, come back for more :)
First grab your tool/language of choice.Quote:
how to make a morpg
Then make a "Hello World". In case of MMF something equal simple.
Then make a Pong clone. FINISH IT.
Then make a Asteroids clone. FINISH IT.
Then make a Pac Man clone. FINISH IT.
Now make some more mini games, two or three. FINISH THEM.
Then make a jump n run with several levels. FINISH IT.
Then make a single player Action Adventure/RPG. FINISH IT.
Make a SECOND Action Adventure/RPG. Because your first try will surely suck. This time with fixing all the errors, and this time playable. FINISH IT.
With FINISH IT i mean including everything. A neat menu, a playable game, music, sound fx, graphics ... . Finishing a project is always the hardest part.
At this point you should have enough knowledge and experience to know how you can make a normal game. And at that point you should have enough knowledge to know how to collect the still missing knowledge for your MMO project. When you still feel too weak for your MMO you can always go on with some more smaller games. Takes around let's say 3-4 years up to that point.
Not only that, you have also collected enough reference material, the finished previous projects, to attract musicians, graphics artists, programmers, etc., to join your team. Look guys, i know what i'm doing, i am not one of those morons that dreams of a MMO without knowing how to even spell it. I finish what i touch. Your work is not wasted here as usual. That's the point where you can collect first experiences with hobbyteams.
Unfortunately that's also the point where you to 99% have found out why a hobbyist should never ever think of making a MMO. To name a few points, hobbyteams tends to explode immediately, developing the game costs money and lots of years, hosting a MMO server costs money, to supervise costs 24 hours a day for years ... ;)
One's for sure, as long as you have to ask how to make a MMO means you lack of the needed knowledge to create one. And this knowledge simply cannot be collected by asking how to make a MMO. It needs years of making and finishing smaller games before to collect that knowledge and experience.
How to make a MMO? Keep your hands away from an MMO when you are a hobbyist. That's my advice :)
[laugh] Well the attempt might garner some experience, but it will also garner maybe futility or angst or frustration or disappointment or loathing of MMF [which would be misguided as MMF 2 is fully capable of MMORPG design]. It is the User of MMF that has the ability to make an MMORPG, and MMF is a blank slate, the same as a Blank C++ environment. Although you'd get much further in MMF than trying to create it in C++, C# etc...
Here is an Example to get you on the right path.
Pong = [color:#33FF33]Beginner[/color]
Pac-Man = [color:#FFFF33]Intermediate[/color]
RTS = [color:#FF0000]Advanced[/color]
MMORPG = [color:#CC33CC]Expert[/color] Now Let's explore Expert which is the skill level you'd need to be able to design an MMORPG. If you take a look at Random's post "click the link" that's about right on target,looking at the later method of design, the non-commercial hobbyist attempt, your still going to need at least 3 or more other equally skilled and equally enthusiastic people to go into it with you. Then you'd need to even comprehend servers and the like which are actually separate phases of knowledge that you'd need to link in with MMF. [laugh] So without pre-judging anyone's knowledge or ability, I'd say don't even consider attempting this game type, it is for Expert MMF users, although you WILL learn somethings from the attempt, you won't with a very high probability finish anything in this realm of game genre...
Now lots of different games fall within these categories such as FPS<-First Person Shooter, or TPS<-Third Person Shooter
or SHUMP<-Shoot Em Up Scrolling Shooter, either Vertical or Horizontal, and Platformers which I'd also consider Advanced.
A funny thing tonight I was talking to some people I know at EAgames Fairfax H.Q. Mythic Entertaiment etc... They were talking about ULTIMA ONLINE and WARHAMMER 40k etc MMORPG's and how Ultima has lasted so long because it's just been in development for so long, they were saying that with MMORPG's your never actually finished creating these games, as they are persistent and require new content to keep paying customers, so it's the best job because it's stable so long as people keep playing. Totally different from the Beginning to End games. It's just fun to talk with the real industry people from time to time, a rare luxury I have. [grin]
So think about also a Game that would require you to tend to it perpetually... also...
Couldn't have put it better myself...Quote:
Originally Posted by Tiles
Continuing what OOJ said: (approx)
Pong = Beginner
Breakout = Beginner
Up or Side -scrolling Shooter = Intermediate
Platformer = Intermediate
RPG = Advanced
RTS = Advanced
Add one difficulty level for each of AI or Network Multiplayer, and add two for Massively Multiplayer.
If you want to learn how to do multiplayer, start with MooPong :)
now all of you guys scared him that much he might never reply :D
Tiles you posting should be integrated into this board, so you just need to enter something like ":idontthinkso:" or ":noyouwont:" and then it pops up with your text :D
Dynasoft - that's a great suggestion:
Start by making an online pong - pong is renound for being a very simple game (particularly in MMF where movement, etc is aleady pre-programmed).
Now make that very simple game into an online version... suddenly it becomes harder to code than a decent single player platformer.
Good RPGs are exceptionally hard to code single-player; pong is tough to make online - the difficulty of turning an RPG into an online game is exponentially high.
No one's trying to get smart-ass on you - and who knows, you might enjoy messing around starting one off - but you will never even get 5% into an MMORPG if you're asking for a link "how to make one"...
Make an online pong, release it - and let us see what you've got.
The problem usually is not that a beginner might feel to weak to make an MMO. They feel like they're ready for one :DQuote:
Originally Posted by Tiles
I think a main issue is that it looks so easy when you imagine it. And people telling you how difficult it is and so on just makes you think "If it's so difficult, everyone must totally admire me when I pull it off." So actually telling someone to stay off making an MMO just encourages them to try harder :)
But people here are right - try something easier first - for example to jump a double backflip or build a sailboat out of matches and sail around the world with it. How about learning how to break bricks with your head or become a rockstar?
I think all those things are significantly easier and less time consuming (no offense rockstars!) - plus the results will be much more impressive - because even if you pull off an MMORPG, it will most likely not be comparable to anything commercial - but people will compare it to that. So your non-programmer friends will just say "uh.. okay.. looks.. kinda, uh, nice.. let's play WoW!" There go 4-8 years of your life. Have fun :)
Edit: Oh, and now some serious advice - if you're so keen on making an MMORPG - learn a proper game development skill and try to get into a game design studio that is already making an MMORPG. Not only will you be working on a somewhat DECENT game, but you'll also have a job instead of a fulltime activity that makes your friends think you're nuts. (Yes, single person MMORPG makers, I think you're all nuts! [size:8pt]hi greyhill :-)[/size])