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Posted 21 February 2014 - 11:04 AM
Posted 21 February 2014 - 11:22 AM
Posted 21 February 2014 - 02:48 PM
In my game engine architecture course last year, about 3/4 of the teams were unable to get even two-player networked games to work, whereas almost everybody was able to implement the full scene graph structure, physics, spatial sound, animations, etc.
Networking makes every aspect of your game more complicated.
Minecraft was not multiplayer in the early alpha. It was only later (as the game became a sensation and raised many millions of dollars) that a lot of the features you see today were implemented. It's also just generally not a great model for game dev, because it was such an unusual case. Is it possible you will pull off what Notch did? Yes. Is it likely? Definitely not. Much better to set your sights on something firmly achievable and then branch out.
Edit: On a different note, I like the concept. I would say prototype it and see which elements are fun and which aren't.
Edited by tim_shea, 21 February 2014 - 02:51 PM.
Posted 21 February 2014 - 04:55 PM
The quest system is quite original, you have to understand that it will influence player-behavious though, they will for example find ways to make cities have huge demands so they can have bigger missions.
This is not to say this is bad, it could even be the core-mechanic of your game.
Posted 23 February 2014 - 03:35 AM
"However, I don't understand why making an mmorpg is impossible without lots of equipment. Minecraft is an indie developed game that you can play online with many people. (At least that's what I've heard)"
How many is 'many' ??? 20 50 ?
The First M in MMO is for massive. Cram enough people near each other at various times/places in the world all doing things to change the terrain as well as their avatar actions/communications and you have a big data (timely) update problem to solve. Thats why you need all the server equipment - to collect/resolve actions and to transmit all the updates constantly and quickly to all the players.
Go ask about that in the multiplayer network form to get alot more info
Posted 02 March 2014 - 01:50 AM
Questing: this is where the game gets unique. You create YOUR OWN quests. In most mmos you do a quest for an npc and then they are like "whos next in line to do what you JUST DID?" So unrealistic...
I like that idea. So what would make a quest? Is it just a simple go there and get this or would it require some challenges along the way? If there are some challenges then does the player get to choose their own challenges or select from a list?