Jump to content

  • Log In with Google      Sign In   
  • Create Account


Flash MMORPG Client Size Questions


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
2 replies to this topic

#1 Novadust   Members   -  Reputation: 146

Like
0Likes
Like

Posted 23 April 2012 - 04:12 AM

Hi guys,

I'm currently about to start on a new MMORPG 2-D game. Whether it will turn into anything at this moment in time is another question, but I'm interested in how the best way to develop it.

Most MMORPGs I've played make you download giant sized files that contain the game's assets, likes images, maps, items and all that stuff. My question is, how would a Flash MMORPG do the same on the same scale? For example, my game might have thousands of images for skils and sprites and that kind of thing. I don't see too many players waiting around to load a flash client that is that big so I'm thinking that perhaps you load the content as the user comes across it (as opposed to all at once). I'm just looking for any insight on how this is achieved.

Thank you!

Sponsor:

#2 Bacterius   Crossbones+   -  Reputation: 8584

Like
0Likes
Like

Posted 23 April 2012 - 04:33 AM

Most MMORPGs I've played make you download giant sized files that contain the game's assets, likes images, maps, items and all that stuff. My question is, how would a Flash MMORPG do the same on the same scale? For example, my game might have thousands of images for skils and sprites and that kind of thing. I don't see too many players waiting around to load a flash client that is that big so I'm thinking that perhaps you load the content as the user comes across it (as opposed to all at once). I'm just looking for any insight on how this is achieved.

This isn't specific to Flash. Many MMORPG's do it already. For instance WoW features a "live client" which initially downloads what you absolutely need (core content and the actual software) and then streams the rest (assets) as you play, saving it on the hard drive so that it's only downloaded once. On the other hand, if you can't save the content on the hard drive (e.g. Flash without user permissions) then this is going to suck in terms of bandwidth usage (since players would most likely be downloading exactly the same thing every time they fire up the game). And browsers may not be happy dealing with gigabyte-sized caches so you may need to configure Flash so that it dumps its stuff elsewhere (I know I regularly flush my browser cache).

That said, if you haven't started developing the MMORPG yet then technical details like those are the last thing you should be worrying about at this time. You should not worry about "getting it right" because otherwise you'll never get started. Just prototype, iterate, don't worry about bad code or hacks - you will naturally go back on them as you learn good code design from failing repeatedly - and then you'll succeed (hopefully)

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#3 Novadust   Members   -  Reputation: 146

Like
0Likes
Like

Posted 23 April 2012 - 05:24 AM

Thank you for your response! I just wanted to make sure that when I come to these pitfalls, that there are viable solutions that can work around them XP




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS