My [indie MMO] so far

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13 comments, last by JoeVanSickle 12 years, 6 months ago
[font="Verdana, Helvetica, sans-serif"] @Nikke: Thanks, I chose to use DirectX 11 (same goes for shader model 4.0) to make things easier for myself. I understand that that choice may have narrowed the potential audience I can reach.[/font][font="Verdana, Helvetica, sans-serif"] [clicky][/font]
(DX11 makes viv win7/vista only)

[font="Verdana, Helvetica, sans-serif"]Misc reasons for choosing DX11:[/font]
[font="Verdana, Helvetica, sans-serif"]-I wanted to use the most up to date APIs for this project.
-I programmed all this by myself so I thought I'd make things easier and simpler by choosing just one DirectX version.
-I've got more experience with DirectX11 than with DX9.
-I have a DirectX11 graphics card
-DirectX11 is going to be supported further in the future than DX9.[/font]
[font="Verdana, Helvetica, sans-serif"]-Win7's popularity is growing[/font]
[font="Verdana, Helvetica, sans-serif"]-I wont be done with the project for about another year...[/font]
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Hey this is CC Ricers from the ES boards. Just gotta repeat what I said there, so good job! Quite an accomplishment for the time you spent on it.

By the way now that I finally know what specs it needs to run on, will it use some DX11-specific features? My video card only supports up to DX10.
Electronic Meteor - My experiences with XNA and game development
@JustChris: Nahh, If you have Vista or Win7 you will be fine!
Man, your MMO looks awesome so far. Have you started building the server along with it? If so, what database and language are you using? I can understand your reluctance to start a team. I started one and found that I wanted to program more than I wanted to lead the team. Leading and organizing the team took up all my time to where I had no time to program so the team ended up failing. I would only start another team if someone else was willing to keep everything organized.



@landagen: Thank you! I've been working on the server/client side by side since very early on, I find it's best to get them both of the ground as early and as close to the same time as possible. All of my friends suck so sadly I can't really show off all the multi-player functionalities in the videos. The server/client are written in C++, I'm not using a database though. I haven't really found the need for one; I just need to save one file for each character and one for each account. The server reads and writes everything to different folders, I find the fore mentioned method to be lot more simple and strait forward than using a database. I get that question a lot though, perhaps I've always just missed something? I encountered frighteningly similar circumstances when I started up a team as well (previous project); this time around I'm going to be a lot more selective, and try to stick to 3 people max joining the team. I'm hoping that will solve the problems that I encountered before.

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