Instead of doing a full blown MMO, I'd look at maybe only taking control and hosting player data and possibly lobbies, while letting users host their own worlds so you can avoid legal issues with user generated content. You could even let players have portals in between their worlds so the game seems massive.
I'm working on a fully dynamic game like this at the moment but with no multiplayer yet. If I do add multiplayer I will probably do what I said above. If you don't want to get sued I'd suggest doing the same.
As for the problem of getting the deformed content to the user... what I'd do is download all dynamic data on the first time playing then just keep changes in a buffer for each client then stream the ones the player is closest to first and then the rest.
You'd also have to keep an offline change buffer for each player. And again, just stream the closest ones when the player logs in and all the rest whenever you need to.
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#1Butabee
Posted 12 February 2012 - 12:12 AM
Instead of doing a full blown MMO, I'd look at maybe only taking control and hosting player data and possibly lobbies, while letting users host their own worlds so you can avoid legal issues with user generated content. You could even let players have portals in between their worlds so the game seems massive.
I'm working on a fully dynamic game like this at the moment but with no multiplayer yet. If I do add multiplayer I will probably do what I said above. If you don't want to get sued I'd suggest doing the same.
I'm working on a fully dynamic game like this at the moment but with no multiplayer yet. If I do add multiplayer I will probably do what I said above. If you don't want to get sued I'd suggest doing the same.