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ZinkForb

HELP! Where can i learn to make MMO's

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I just started in java recently cause i wanted to make a MMO(RPG possibly) and ive searched EVERYWHERE for a "how to" and NOTHING came up! So if there''s someone out there that could at least gimmie a book name or a website or something ... that''d be awesome (i have a resonable foundation of the java lang. so i dont need a web site on that. but more like a tutorial for at least setting up a out line [with the code needed DUH cause i dont know any of the needed commands so plz dont gimmie a website with theorys on how they work] also im willing [if needed] to resort to another lang if it''s better suited for it) [Edited by - ZinkForb on April 8, 2005 10:05:16 AM]

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This has got to be some horrible joke...
There are no "tutorials" to make something as grand as an MMORPG.
You could try amazon for some books. I also beleive that sourceforge.net had an MMORPG somewhere.
And might i suggest to start smaller, like a tetris clone or pong or something like that, but you know best.


class MyMMORPG : extends Applet
{
public void start()
{
CreateUberKewl1337MMORPG(1);
}
}

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sigh...

MMO games are probably the most complex games out there. Even a team of professionnals have trouble making one in a 5-6 years.
You need talent in graphic, networking, databases, ai, software design..

While a small-scale MMO CAN be developped by a expert programmer with a lot of dedicated time, you will never get around making one who "just started in java recently".

Begin with smaller projects.

Plus no, java is not really the best language for that. You will want a really performant language (Ie C++)

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What you can do is make a smaller scale multiplayer game. It will work fine in Java and be fun to play.

Make something like a tank game or a space battle game, in 2D (the code for the 2 is remarkably similar). Use the Java sockets to make it multiplayer across a LAN. Get like 10 or 12 people to play all at once and have a grand ol' time.

Then show off your game here, and ask for a new project


As Steadtler mentioned, an MMO is a massive, massive undertaking that is near impossible (thought not completely) unless you have significant commercial and financial backing.

[edited by - Promit on May 7, 2004 1:14:28 PM]

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Theres a big difference in running a full blown MMO and writing one thats only gonna have 20 people on it, 2 zones and a handful of npc's.

Both use the same techniques and really any other multiplayer game is going to have the same things that a MMO has, the only difference is the logic/gameplay of the game.

Having said that, the other posters are pretty much spot on when they suggest starting with smaller projects. I've been programming for over 16 years and while I'm working on my own MMORPG servers and client, its not been a trivial venture. However, the issues I run into I would have faced with any other multiplayer project, so its all good. If I put a little more time into than I have lately, I'm sure I could get it to a pretty playable state. Playable meaning, people can log in, walk around, see others, chat and maybe some basic combat.

What really defines a MMO isnt really the engine or the servers or really any of the technology behind it. It's the content of the whole game. Quests, NPCs, zones, items, game balance, etc..

That's the really hard stuff to make IMO.

Just start small but keep your eye on the ball and do projects that relate to what you're trying to acheive and you'll eventually get there.

-=[ Megahertz ]=-

P.S. And how on earth did I end up on the nearly banned list?

[edited by - Megahertz on May 7, 2004 3:34:51 PM]

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Actually almost all networks papers you can find on the net, deals with MMORPG''s in one form or another. I know because I have been digging for information about network programming for a year now, and read everything I could possibly find.

But generally there''s very little information about network programming on the net. And you will probably find out that you would have to combine many different techniques to get anything suitable for your game. And as always planning before implementing is the way to go.

I''m not working on a MMORPG though, but even small user group network games requires a lot of different things to get working. And knowing many of the difficulties with that and quite a bit of teory about how MMORPG''s works too, I can do nothing else than recommend you to do something smaller first. Unless of course you already have the basic networking knowledge.

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megahertz and promit thank u
as for the rest of the posts i guess the word "M"MO was misleading i wanted to create a Multiplayer Online game i used the word Mass Multiplayer Online cause i wanted everything one would have (on a smaller scale though [i know im not gonna pop out a Everquest in a couple days/years] you know login, chat, charictar, and enviorment then build from there [yes i know even that''ll take a long time its not like its my first game])
and by tutorial i just meant one that''d gimmie the commands and network-know-how to get started (no one in their right mind would ask for a tutorial for a full blown MMO [so no yosepp this isnt a horrible joke]).
but i apprieciate that all of u at least took aside time to respond to my post

although unfourtianately my question still isnt awnsered... which is how to get started... so if some one could help me with that i''d... well... i''d be VERY thankful

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When it comes to MMOGs, the core engine could probably be developed in a year or so (nothing "more" than a typical game).

The problem is content; MMOPGs require tons and tons of content, most of which will take a team of dozens of designers, artists, musicians, and so forth to develop.

Look at the average MMOG''s credits; there might be 3 or 4 full-time programmers, but there will be a team of modelers, level designers, texture artists, script writers, and so forth.

Games are increasingly being designed without any real ''programming'' (except for script writing), because the engine has already been made; just look at the number of games using unreal technology now. This is making the role of the level designer quickly surpass the programmer in terms of desireability in a development team.

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Guest Anonymous Poster
http://www.icarusindie.com/DoItYourSelf/lifeonline/

Start with something simple and then increase complexity. Make an on-line version of a board game like Monopoly before you attempt an RPG.

And MMO and RPG are two seperate and distinct entities. Adding in network support to a single player game is nothing if you know how to code worth anything. If you can''t even make a single player RPG then forget about making it multiplayer on-line.



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quote:
Original post by Steadtler
Plus no, java is not really the best language for that. You will want a really performant language (Ie C++)


YoHoHo! Puzzle Pirates - Java MMO which took the IGF Technical Excellence Award and Audience Award at this year''s GDC.

Wurm Online - a 3D Java MMO currently under development and free to play. It uses JOGL for the client renderer and JOAL for audio.

GrexEngine - one of several commercially available Java MMO infrastructures.

Java *is* a performant language. It *is* suitable for MMO development. ZinkForb, using Java in any sort of game is fine. Using it in multiplayer games is where it really shines.

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