Jump to content


MMORPG crew wanted


29 replies to this topic

#21 Chris

    New Member

  • Members
  • PipPip
  • 23 posts

Posted 13 September 2004 - 04:55 PM

Whew, this is even *WORSE* than flipcode. Over there, your only possibility was to write in all-caps, as a beloved member likes to do, but there wasn't any font styling.

This only makes things even more annoying.

And WillyO: You may not want to listen, but how on earth can you think that after that post there's anybody left with the slightest interest to work with you ?

BTW strong point: "we alkready have a Engine", I like that.

#22 Dia

    DevMaster Staff

  • Administrators
  • 1121 posts

Posted 13 September 2004 - 05:07 PM

WillyO: Please don't misuse the font feature for no good reason.

Chris: I guess that's why we have a "Personal Announcements" forum here, or else these posts will end up in the "General forum" or others B)
However, I've noticed a large increase in those types of posts these days.

#23 Ed Mack

    Senior Member

  • Members
  • PipPipPipPip
  • 1239 posts

Posted 13 September 2004 - 05:10 PM

davep, don't shout, or harass!

Can we have a sticky at the top titled 'Need [MMO]RPG staff? Check here' with some helpful advice in it? It could hopefully point people in the right way.

WillyO: I look forward to seeing screenshots & downloading :) Just don't aim at the stars, you'll trip over your feet.

#24 WillyO

    New Member

  • Members
  • Pip
  • 9 posts

Posted 13 September 2004 - 07:04 PM

We have already thought of turbosquid, but we need somthing of our own and nothing that other projects could have.

#25 gibber

    New Member

  • Members
  • PipPip
  • 10 posts

Posted 13 September 2004 - 07:39 PM

Suddenly devmaster feels like home :)

#26 fyhuang

    Member

  • Members
  • PipPip
  • 45 posts

Posted 14 September 2004 - 08:44 PM

Give me one convincing screenshot/demo and I'll work for you. For free. Seriously.
- FYHuang
"Do, or do not. There is no 'try'." - Yoda
"Shoot Pixels not People" - Drakonite

[<a href='http://www.hytetech.com/altitude/forums/' target='_blank'>Altitude Forums</a>][<a href='http://www.hytetech.com/altitude/' target='_blank'>Altitude Technologies</a>]

#27 Led

    New Member

  • Members
  • Pip
  • 7 posts

Posted 21 September 2004 - 03:14 PM

...CAN I BE ON THE LIGHTING TEAM ??? ;7

#28 LuciferX

    Member

  • Members
  • PipPip
  • 59 posts

Posted 22 September 2004 - 04:00 AM

LOL.... I love that line :)
"Do or Do Not, There is no try" -- Yoda

#29 xeonx

    Member

  • Members
  • PipPip
  • 48 posts

Posted 30 September 2004 - 04:44 AM

I started out with the goal of developing a 3D game, got the interest of about 10 good content developers ranging from plot writers, to sketch, artists, to modelers, to programmers, and started out working on the game engine, but is a great undertaking in and of itself. If you want a high-performance MMORPG, you will likely need a custom engine. I would say at least start out developing a single player RPG, add networking, and slowly work towards migrating more and more of the processing to a central server instead of just all out start on an MMORPG which would bring up quite a few unforeseen difficulties. You could also try developing a dummy-server for the single-player game and be able to more easily fit it into the Massive-Multiplayer setting later on. My project eventually turned into an extensible Game Development Framework & Toolkit (RealmForge GDK), but even then I am working off of a fairly mature 3D rendering engine - Axiom. RealmForge – which is just the core game engine and toolkit - has ended up taking at least a good 6 hours of development time each day as well as the same of other developers and I still have projected development continuing at the very least for over an entire year.

I am also a student, but I have made a serious dedication of time and effort and have established some credibility in my work with other developers, yet I still wouldn’t try and develop the dime-a-dozen MMORPG out-of-box, you have to gain interest in its development through the successful completion of smaller projects (which could-even be sub systems of the planned MMORPG). The bigger the project you aim for and the less you have to back it up to gain the others interest, the quicker or more likely it will be to fail. Plus if you don’t have anything - screenshots, UML diagrams, etc - to show potential developers, so you are likely to only find the inexperienced and/or impulsive developers to join up with you, and from what I have seen, they often leave just as quickly... So I would agree with the other comments that you should work your way up, but if you are truly committed *and* have established this credibility in successfully completed smaller projects *and* are in it for the real long-term (ie making a career out of it) *and* have and will continue to have the time to dedicate to it, then I would say by all means work to realize your plans. It will serve at least a good resume builder and learning experience and even a potentially successful endeavor. Good luck.

#30 WillyO

    New Member

  • Members
  • Pip
  • 9 posts

Posted 03 October 2004 - 08:09 PM

Thanks Xenon!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users