So, you're designing an MMORPG? Have you thought it through?
Posted 24 December 2010 - 02:36 PM
Posted 30 March 2011 - 05:00 PM
I think you are referring to Manhunt. It was not outlawed in the uk. It was considered to be re-reviewed and have its age-rating taken away (which would mean shop can't sell it) but even that didn't happen in the end. However, many shops did stop stocking it after a particularly violent murder in which one of the attackers was said to be obsessed with the game. (Police said they didn't consider the link to be of any value and said the crime was the result of drug-related robbery but of course the media didn't see it that way.)
Posted 13 May 2011 - 05:07 PM
When the client sends a clicks-event, a display coordinate should be sent to the server. The server should track location, orientation, rotation, velocity, and acceleration for all objects, along with each client's display dimensions. Ray tracing from the client's object, and along the paths of projectiles, should trigger a collision event if another object lies within the collidable chunk of time-space.
Latency would be an issue; no?
Posted 13 May 2011 - 05:33 PM
Yes, definitely. In order to be fair, the server should keep track of client latency and, when it processes an attack, ideally should back up time by the client's latency to look at whether the attack *would have* hit a target if it occurred at that time. It may then have to "rewrite history" a little bit based on this attack having happened. This can lead to weirdnesses when a player has high latency, but IMHO it's better than requiring people to "lead" their shots, etc.
Here is a good article on the subject from Valve, who introduced a technique like this in TFC...10 years ago now! http://developer.val...nd_Optimization (look at the "Lag Compensation" section).
Posted 13 May 2011 - 05:40 PM
Posted 19 September 2011 - 05:18 PM
As it turns out, there are only three hard-and-fast rules for networked games:
1) Never trust the client side.
2) Never trust the client side.
3) NEVER trust the client side.
Complex though they are, once you understand these rules, you'll understand why missile attacks that use physics are considered a Hard Problem.
for a start, they make it trivial for users to script bots with ingame item scripts or with third party apps like AutoHotKey, that give them guaranteed headshots every time.
This is why so many MMOs just work on the "select a target, and where you hit and what damage you do is calculated on the server based on their dodge, size, cover, etc; and your skill, weapon, proximity, etc" method. The client is just responsible for showing the pretty arrow flying wherever they clicked, but the foe's stats are affected only by the server.
Other online games violate the second rule, or occasionally the third; they trust the client, then try to jump through hoops when people reverse-engineer the mechanism and figure out ways of scripting it with AutoHotKey or something.
Once one person has scripted it, you must assume that your entire player base has scripted it, since scripts are easy to pass around. You might as well distribute the script with your game.
At that point, your rules have changed from "click on a monster and potentially do some damage to it" to "click on a monster and automatically hit, and automatically do max damage to it". In which case, you really ought to have started with that rule in the first place, and saved yourself a bunch of work.
Posted 16 November 2011 - 06:27 PM
Just a quick question. What if I have all the answers u are seeking in the first post ? I mean the game that will be sold. But there's only one problem. Who will put his/her trust in me to give it a hearing. I mean this thing that I have in mind can be done either in a big company or a small company. In theory it should change the perspective over gaming. Sort of a phenomenon as LoL, derived from DotA which was a mod of War3 and so on and so on. So it's evolution basically. What do I do in that case? I haven't really started coding because ... aaa .... I don't know any coding. However I think I'll be able to explain my idea so detailed that it will be so close to the actual one. I mean every detail not copy/paste terrain, algorithms, and so on. Eventually cuz of the world, you will have to copy paste some terrain as per productivity / h ratio ;).
Anyway, I'm hoping to get an answer even if the post is old.
Oh, I play games since I was 6, I remember even now the sounds of the cassette loading a game on my Ancient Cobra, ssssss !!!
Posted 17 November 2011 - 05:02 AM
- you're starting out as a Game Designer, but have no experience,
- have never made a game before,
- you want to make an MMO, and
- you want people to pay you to make it.
Everyone - and I mean everyone - has a game idea. Just like everyone has an idea for the greatest novel ever written, and everyone has an idea for a great invention.
So, no: nobody will pay you for your idea. Ideas are ten a penny. Not just that: worlds are ten a penny. Haven't we all spent hours, days, weeks of our time designing a world down to all the races, languages, careers, economies, landscape and maps? Anyone who's been a roleplaying GM, or a fantasy/sci-fi author, has done this at least once, and probably several times. And story arcs and plots are ten a penny - anyone who's ever spun a tale has more stories than hairs on heir head.
If you make stuff with your mind (game designer, novel author, inventor, photographer, clothes designer, whatever) your first work will probably need to be made in your own time, on your own dime. People *might* pay you afterwards, which might pay for the time you invested there, but they'll do that only if the end result isn't crap.
If it's your first effort, though, it almost certainly will be crap. So you'll throw it away and start over. Maybe several times. Nobody will ever pay you for these "learning" attempts.
But eventually, you need to make a finished prototype. Not the whole game. Maybe even a completely unrelated, smaller game. But you need a prototype, a portfolio, to show what you can do, to show what you *could* do if you just had the funding and time.
On the flip side, the fact that ideas are really cheap is a very good thing. It means you can discuss your idea freely with anyone, and the chances of it getting stolen are about zero. I've seen a lot of people holding their ideas closely to their chest, as if they were treasures to be protected from prying eyes. That's no way to get other people interested in the dream! Why would anyone else steal your idea and work on it for years, when they have fifty ideas of their own that they want to work on first?
All that said: if you have a great idea, and want to be paid for it, you could try one of the sites like Kickstarter.com - set up an account, tell lots of people about your idea, and if it sounds good, then some of them will chip in a small amount to support your project. If enough people hear about it, that might be enough to fund you. What's the worst that can happen? :)
Posted 21 November 2011 - 10:22 AM
And now a question: What are the limits considering the tech we have today? What's the next level? What's the trend of gaming ? They were 3 i know :)). From my point of view we're going backwards. Having this technology the best thing we can come up with is Diablo 3 ? CoD ? Limbo ??? LoL?
As for my plan, I'm still gonna finish writing the game, as much as I can, register it as Intellectual Property, then share the idea with every1. Why ? Cuz lots of PROFIT$$$ can come out of it. And I wouldn't want to create a game which can be used in an "evil, greedy, f^$# the user, praise the money" way. Why ? Cuz this is happening nowadays ;)
Posted 21 November 2011 - 04:33 PM
Because there are dreamers, and there are do-ers, but a dreamer that also does (and does well, and to completion, and without failing along the way) is very rare indeed. It's stochastic too; even with the best of what is obvious, the project may still fail.
Ideas are definitely not limited. Spend some time in a large studio, you'll see that ideas are definitely not limited. In fact, IMO, it's one of the common reasons to fail...
It's still there, but not everything you can imagine will sell.
And, furthermore, from the subset of imaginative ideas that will sell, some will not sell enough to get the investors' ROI so it doesn't happen.
Real, immersive 3D, not the shitty "windowbox" 3D we have now.
Posted 19 April 2012 - 01:30 PM
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