MMOG

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DaScribe 101 Aug 14, 2013 at 20:21

Before I ask what I’m going to ask… :) I’d like to make a proposal. Can the gaming industry come up w/ a new term that describes multi-player games that intend to run continuously, but do not intend to support 1000s of simultaneous users? Maybe call it PoG (perpetual online games) There are many people out there who don’t really want an MMO, but there is no common term for what they are looking for. I would like to know if there is an engine that would be the easiest to use to get a 50-250 user mini-world running. I know it depends on many factors, so I’ll start by saying just a virtual world with a higher caliber of graphics and more gaming potential than most virtual world software provide. I was looking at udk, hero, bigworld, unity, multi-verse, and opensim. Is there a software out there that would make the most sense? I’m really not that good at programming, but can usually figure things out with enough time and coffee. I am aware of realmcrafter as well, but I haven’t heard anything good about it. If nothing else can we start spreading the word POG? I think this is a really big market that everyone is overlooking because vets assume you literally mean MMO, so they role out the “ can’t be done” speech, and inquirers call it that because they don’t know what else to call it. Go POG!

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rouncer 104 Aug 15, 2013 at 03:38

erm 50 players is fucking tonnes of players man.

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fireside 141 Aug 15, 2013 at 04:10

If you want to get your feet wet, take a look at Unity free version. You can do a multiplayer game with it. You’ll have to learn to program. That pretty much goes without saying, and you really can’t start off with even an rpg. You’ll need to go through a lot of tutorials. Games are work and it takes teams of developers to do anything more than a small game. You’ll need to procure art work or do you own, you need to do programming. It’s a LOT of work. If you don’t want to start off with a simple game like pong or something, then it’s probably a good idea to just play games that other people have written. Whatever you do, don’t pay for an engine. You could just as well take that money and burn it.

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rouncer 104 Aug 15, 2013 at 04:22

if you were charging 1c an hour, 50 players is commercial success, that means your making 50c an hour for just sitting on your ass looking at your server stats, success man.
just think, over a week youd make (even whilst your sleeping) $84 a week. not bad… over 6 months youd make $2016. thats enough to go fund your next game with professional artists!

if you were charging like that, its like owning a dirty phone call business, the money just rolls in like a cash vaccum cleaner. :D

Actually its only a pittance…
but really, If you ever got to that stage, youd be thinking of expanding and shit, its a great way to start.

50 players concurrently always is a good sign that people like your game, anyway.

just think, if the server was better and you were getting 250 players, its $420 a week. but thats dreaming man, 50 is still good, trust me.

but dont go thinking you can charge more than 1c an hour per player, thats not possible. (note you can make it free to play, just have the soup up shop, same dif, comes to about 1c per player per hour)

god i love thinking about the possibilities, if only i could make a game people liked…

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DaScribe 101 Aug 15, 2013 at 20:05

I have made some games already, but nothing to write home about. I already know how to make games using MMF2. I also did some stuff with Eclipse a while back. I also did some art work for a 2D POG that was getting up 50-100 concurrent users before. I have some level of skills. The problem is that it would be a lot harder to do what I want to do in 2d vs 3d. Rouncer, what games have you made? I’d like to see them. Maybe see what could make them more likeable. :)

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fireside 141 Aug 16, 2013 at 07:47

I think one engine that might be a good idea is HeroCloud. It’s only 100 dollars a year and a fantastic engine that gets used for professional MMO’s. They also take care of all servers, etc, at a cost of 30 percent of profits. It would probably be worth the 100 dollars just to get some experience with the engine.

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rouncer 104 Aug 16, 2013 at 10:43

My computer got stolen and I lost alot of work, but im pretty good with my 3d, ive been doing it for 12 years! counting from when i first learnt the win32 heartbeat function.

I had an arcade flight sim sorta going, it wasnt bad (the graphics was all highpoly)- had a raytraced terrain for a backdrop. Unfortunately all my ideas tend to make the video card required a really expensive one, which is no good for getting lots of people playing the game.

Something like diablo, I could make im pretty sure. And that would work on any computer.

Things im yet to do…

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DaScribe 101 Aug 16, 2013 at 16:18

I was looking at hero, but I don’t like the thought of not having the software if the company goes belly up. We’ve all seen our share of those. I was looking at this post about a unity project that sounds interesting. http://forum.unity3d.com/threads/179338-MMO-Construction-Kit/page6 I think there is a substantial market out there for 3d POG makers out there, but none of the people working on solution seem to understand the problem. The problem is that they keep making engines and SDKs when the people really want applications. I want to be able to download a server and client and run it. I want to be able to save a client exe by hitting save. I want obvious physics in place with the ability to modify aspects of it by filling in fields. I want to be able to insert 3d objects by hitting insert. I want to be able to right click on an object and assign it to a group. I want to be able to define the fields of a group. I want to be able to do the obvious as quickly as possible. In short, I want something like MMF in terms of logic and ease of use for the logistics part of my game while the client and server handle the rest. Since I’m there already, how about an animation sequencer that works like the old blaxxun contact? Do I dare ask for more? How about plugins that address different areas of the game if I don’t feel like building them myself? Like inventories, etc. The problem is that these companies go to the 2 extremes. They either make everything and its too rigid, or they require you to program extensively. If I wanted to program, I wouldn’t be using your product. In this regard, I think MMF has struck a good balance. Unfortunately, they won’t do the same thing for 3D.If you really want to make a game, even if you don’t want to program, you still have to plan and develop logical systems. You still have to bring about conditions that create the result you’re looking for. You still have to make tough cuts for the sake of finishing the game. The only thing you wouldn’t have to do is get lost in the syntax. Rouncer, do you do programming, graphics, or both?

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rouncer 104 Aug 16, 2013 at 19:12

I could actually make what your talking about, might be good too. you know they make rpg makers, but i dunno if ive seen one done with multiplayer tcpip in mind. you could hunt around but maybe you wouldnt find anything, i do graphics and code.

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fireside 141 Aug 17, 2013 at 01:56

There’s a visual script app for Unity called Playmaker, but it wouldn’t work for MMO’s. It would be a good way to get started in 3d development, however. If you can work up a pretty good prototype, you may be able to get other people to join in the project one way or another. It’s 45 dollars, so pretty cheap. You’re not going to be able to get much closer than that.

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DaScribe 101 Aug 23, 2013 at 22:30

Busy week. :)

I’ll have to check out Playmaker this weekend.

Rouncer,

I’m going to put together a list of the things I’m talking about and post them, then let me know what you think.