Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 13 Sep 2007
Offline Last Active Mar 14 2014 05:19 PM

Posts I've Made

In Topic: How do i run my server?

15 June 2011 - 09:28 PM

Agree with everything hplus0603 said.

After you've run your server like this, if you want to watch the output in real time, you can use:
tail -f log_file_name

Also, not sure if this applies to Java or not, but the other thing you'll want to do is set your system up to generate core files in a specific directory, so when your server *does* crash, you can go and debug the core file with gdb (or whatever you do with Java).

In Topic: MMO/Multiplayer Movement

15 June 2011 - 09:13 PM

I would think that if you're doing a non-twitch RPG like MMO, then you could probably get away with sending position as seldom as 2-3 times per second. It would depend on how important exactly positioning is to your game.

Sending updates on movement vectors also works. That's pretty much how we do it in my game. You have to be prepared to deal with the case where you send the vector to the clients, then the guy stops and it takes a bit for that stop info to get to the other clients so that they might have to back the character up since they extrapolated too far. But you could deal with most of that by delaying the actual movement on other clients by some amount.

If people give move orders via mouse clicks, then, yes, I think you'd want each client to do their own pathfinding. This is how multiplayer RTS games do it. I suspect that will be way less of a bottleneck for a MMO than sending a detailed path or more detailed movement info.

I would think any of these schemes could work. It really depends on what your game is like to determine what the best one would be.

In Topic: Solutions To Weapon Inflation

13 June 2011 - 11:37 PM

If you have a durability system, then you could salvage new weapons for parts to repair the weapons you're actually using.

In Topic: Would You Roll Virtual Dice in an RPG?

13 June 2011 - 11:35 PM

I think unless you are directly making a computer version of an existing non-computer game that uses dice (like Yahtzee) where the dice are really the center of the game, then simulating dice roll is kind of an anachronism. You roll dice in real life to generate random numbers, which a computer can do a lot faster and more easily. You wouldn't also simulate sharpening your pencil every once in a while in your crpg.

Another thing to consider is that I've played Risk-clones on the computer that make you sit there and watch the dice roll every time, which is cool the first dozen or so times, but becomes extremely tedious after the novelty has worn off.

In Topic: Thoughts on multiplayer only indie game?

07 June 2011 - 10:59 PM

I would say from a business perspective, it's a good idea. If you control the server, then you can always monetize your game, whether it's through subscriptions or some kind of freemium. With single player, you have to worry about piracy and also have to worry a lot more about distribution. There's no guarantee you can get onto Steam. Also, multiplayer has much more replay value, so it's good to concentrate on that anyway. Having done both multiplayer and single-player games myself, I don't think I would ever make a single player game again unless I had some amazing idea.