The game itself is still in paper form. My cousin and I have already made a name and come up with numerous ideas for it. The ideas so far cover the leveling system, currency, Stats, professions, Race/Race backgrounds, Cities, Weapons ( categorizing from 1-handers to 2-handers and ranged weapons going from bows to Rocket Launchers ), Armour ( categorizing in combat usage, PVP, Deco, And RPing ) Monster and NPC names, Full lineup of main characters, and others.
Anything you can think of we've come up with. Unless its something new o us then I'll tell you if we have or not or at least thought about it. My cousin and I drew most of the concept art ourselves ( teaching him how to draw better. If you'd like a pic preview just e-mail me at dereknelson89@yahoo.com ). I've written 1 full storyline and workign on 2 others. The game itself is split into 3 generations each being an expansion to the other. We have already started working on the second generation an the third is a quarter of the way done.
I will put out more information through e-mail.
I plan on going to school soon for 3D Game Art and Design but for now I'm just working and coming up with ideas. As of now I'm looking for people wh have creative minds. Oh and the game itself is Anime-based. Kind of with a FF feel to it. Like I sayed I will go into detail through e-mail.
Young Fantasy MMORPG Designer Looker for Advice/potential team
Started by Gentos Muramasa, Sep 02 2008 04:49 PM
10 replies to this topic
#1
Posted 02 September 2008 - 04:49 PM
#2
Posted 02 September 2008 - 05:24 PM
MMO's are easy to make. Just shell out a few million dollars and your good.
My absolute best advice I can give you - drop the project, downscale it, and make an RPG (with no prefix) with your current ideas. It's better to have an above average RPG than a "fantastic MMORPG" which will never see the light of day.
My absolute best advice I can give you - drop the project, downscale it, and make an RPG (with no prefix) with your current ideas. It's better to have an above average RPG than a "fantastic MMORPG" which will never see the light of day.
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#3
Posted 03 September 2008 - 09:34 AM
agree with starstutter, why dont u make a simple one not MMO one coz it not only taking 3D game art and design to make a game, you need sever based knowledge to make a mmo. So make a simple one with a report and find someone who has the commerical ability to support your project
#4
Posted 03 September 2008 - 02:30 PM
While there are 3D engines available to license, it's been my experience that successful independent games/new game concepts are successful not because they're competitive with the big guys but because they exploit some unique or interesting design concept that is easy to implement and they take that concept to the next level.
- Dan
#5
Posted 06 September 2008 - 11:59 PM
Even if your not in the big business,you still could make your idea come true.
It just take time to complete the idea.I'm just like you with the passion to make games and already in the making of good ideas and designs waiting to be expose out there in the real world.
It just take time to complete the idea.I'm just like you with the passion to make games and already in the making of good ideas and designs waiting to be expose out there in the real world.
#6
Posted 07 September 2008 - 12:31 AM
Start out with a smaller scope. A casual game is best and learn a language like python or java or action script and flash. Your odds are next to nil of getting anywhere with an mmorpg. A good casual flash game will get you experience and a lot of players if it's good. It's also a better training ground for game design and with advertising is probably your best chance at making any money at it.
#7
Posted 12 September 2008 - 03:37 PM
Most people here on the one-hand want you to stay excited and start working, but on the other hand want you to stay realistic and not get discouraged when you first realize that the first bite was too big for your mouth. Take their words with that in mind.
After the idea and brainstorming, all games begin life with a demo. For starters, looks like you've gone too far in your brainstorming and created so much detail that it may cause you grief when some of it can't (or shouldn't) be implemented.
My advice: It's an iterative process. First, get a top-down view of what kind of game you want to make, then find a team and then decide on build/buy your code. Get a simple demo going. If you get that far, come back to your design. What do you revise? What incremental design items do you add?
Basically, plan in one-to-three months chunks. Set your Top 3 tasks and go for it. For example, design enough so that, in the first month, a team can pick an appropriate engine, setup a toolchain, and get some basic framework (in terms of logistics of where do we put the code? the models? etc.) setup.
Let's face it: you're excited. But, that wears off. Yo're eight months in, and that damn AI code is not working; if you have to look at it for one more day, you'll go insane. You have to test that you want the drudgery of development. Some people (even me) first will suggest smaller games, or "just 2D", or learning general Python and algos, with the intent of making sure you don't overwhelm yourself and that you like just plain design/development/coding. You can get this another way, which is to scope your MMORPG game in digestable increments.
Hope this helps. Good luck!
After the idea and brainstorming, all games begin life with a demo. For starters, looks like you've gone too far in your brainstorming and created so much detail that it may cause you grief when some of it can't (or shouldn't) be implemented.
My advice: It's an iterative process. First, get a top-down view of what kind of game you want to make, then find a team and then decide on build/buy your code. Get a simple demo going. If you get that far, come back to your design. What do you revise? What incremental design items do you add?
Basically, plan in one-to-three months chunks. Set your Top 3 tasks and go for it. For example, design enough so that, in the first month, a team can pick an appropriate engine, setup a toolchain, and get some basic framework (in terms of logistics of where do we put the code? the models? etc.) setup.
Let's face it: you're excited. But, that wears off. Yo're eight months in, and that damn AI code is not working; if you have to look at it for one more day, you'll go insane. You have to test that you want the drudgery of development. Some people (even me) first will suggest smaller games, or "just 2D", or learning general Python and algos, with the intent of making sure you don't overwhelm yourself and that you like just plain design/development/coding. You can get this another way, which is to scope your MMORPG game in digestable increments.
Hope this helps. Good luck!
#8
Posted 16 September 2008 - 01:15 PM
First, spambot, everyone knows that Khaled Hosseini is no genius.
Second, spambot, very clever, but I'm not falling for it--however, props for seeming relevant at first. The links, ultimately, gave you away.
Second, spambot, very clever, but I'm not falling for it--however, props for seeming relevant at first. The links, ultimately, gave you away.
- Dan
#9
Posted 27 September 2008 - 05:27 AM
Well first off let me tell you this -if you run in fog you are going to hit a wall. Mainly what I'm saying is (based on what i tried) when you don't know EVERYTHING about what you're doing then you may find out that there's something you didn't expect and it'll make it ten times harder than it first looked.
This will happen a ton of times if you don't know EVERYTHING about coding for a mmo, 3d design, 3d animation, and a WHOLE lot more. If you are dedicated to your project then just go in order by first learning more about what you need to get started then learning along the way. If you need any help just send something my way.
This will happen a ton of times if you don't know EVERYTHING about coding for a mmo, 3d design, 3d animation, and a WHOLE lot more. If you are dedicated to your project then just go in order by first learning more about what you need to get started then learning along the way. If you need any help just send something my way.
#10
Posted 03 October 2008 - 10:46 PM
What about dual weapons,one-handed weapon in each hand.Also you don't have to spend all that much money,unless your going for a wide-market release.Just to get something on the internet and with thousands of players enjoying your is pretty much basic.You should consider buying video game programming and design books to help you with game development.That's how I got started.Google these items is the best and easy way of discovering several amounts of enjoyable books.These books are very helpful,most of these books come with Cd's that have intergrated tools sets to use at your disposal and has steps and examples on making a good or decent product.The more books you buy the more possibilities and knowledge you have.
#11
Posted 11 November 2008 - 05:48 PM
I would also suggest joining an Indy team to help them with their project, as there are a lot of good ones out there. It gives you the chance to get a peek at how a game is made, allows you to connect with other like-minded designers who will have a great deal of knowledge you can pull from, and could also help you in building your own team later down the road. Nothing beats hands-on experience.
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