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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erm 50 players is fucking tonnes of players man.
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.
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
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
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. :)
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.
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…
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
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?
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.
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
Busy week. :)
I’ll have to check out Playmaker this weekend.
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.