MMORPG - Community Project

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13 comments, last by Trinavarta 17 years, 8 months ago
Quote:Original post by Empire1
I have been thinking about this recently, and I know you all have doubts. This MMO would not be 3d, but rather a 2d game like Ultima Online or Runescape.

Here's what I'm thinking right now. A 2d game with the view above the character. Made with Python and Pygame( www.python.org , www.pygame.org ).

This idea does not sound that interesting, but this could easily turn into a community project, with some of the best mmo ideas built by the community.

Here's what im thinking for starters.

-Easy leveling
-Town/City Raids
-Siege Weapons
-Hero classes ( Hero classes can take a long time to achieve )
-Dungeon Raids
-A large list of classes/skills


This is just for starters, if this seems like a good idea please give some feedback in this thread. If you guys like this idea I will most likely start a website/recruitment thread in the next day.


I don't think you have what could be called an "idea" as of yet. How will this be different to any other MMORPG? Why will this be more fun than WoW? Your "idea" at the moment seems nothing more than "to make a MMORPG". Well fair enough, but hundreds of people - myself included - have that very same idea. The one thing that alters between pretty much all RPGs is the combat system - I suggest this is where you begin. You need to design a system that is creative and fun to stand out (because lets face it, despite being one of the most important aspects of any RPG, the combat systems in current games are pretty freaking boring!). Don't just base this off something you've seen in a different game - there's a reason why the latest RPG always has a new battle system: because nobody has done a perfect one yet. Find something different, not necessarily radically different, but definately different. Once you have an idea for combat, you have an idea for a game.

That you're opting for 2d is no bad thing; graphics are not a major aspect of an RPG, and in many cases 2d looks better anyway if you get good artists (though I must say if you're planning on a particularly large world - like you should - then this will mean a lot of work for your unfortunate artists).

Large list of classes and skills? That's easy enough to say, but how will you make each unique? A problem many RPGs find is that there are only a small number of different ways you can deal damage to an opponent, and generally classes that specialise in support roles are unpopular in the online game (ever played as a monk in Guild Wars? It feels more like forced labour than playing a game). Balance is, of course, a major issue for any game, but especially so in a MMORPG where character customization plays such a big role, so make sure there are no sucky classes.
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Quote:Original post by BBHudson
Quote:Original post by Empire1
I have been thinking about this recently, and I know you all have doubts. This MMO would not be 3d, but rather a 2d game like Ultima Online or Runescape.

Here's what I'm thinking right now. A 2d game with the view above the character. Made with Python and Pygame( www.python.org , www.pygame.org ).

This idea does not sound that interesting, but this could easily turn into a community project, with some of the best mmo ideas built by the community.

Here's what im thinking for starters.

-Easy leveling
-Town/City Raids
-Siege Weapons
-Hero classes ( Hero classes can take a long time to achieve )
-Dungeon Raids
-A large list of classes/skills


This is just for starters, if this seems like a good idea please give some feedback in this thread. If you guys like this idea I will most likely start a website/recruitment thread in the next day.


I don't think you have what could be called an "idea" as of yet. How will this be different to any other MMORPG? Why will this be more fun than WoW? Your "idea" at the moment seems nothing more than "to make a MMORPG". Well fair enough, but hundreds of people - myself included - have that very same idea. The one thing that alters between pretty much all RPGs is the combat system - I suggest this is where you begin. You need to design a system that is creative and fun to stand out (because lets face it, despite being one of the most important aspects of any RPG, the combat systems in current games are pretty freaking boring!). Don't just base this off something you've seen in a different game - there's a reason why the latest RPG always has a new battle system: because nobody has done a perfect one yet. Find something different, not necessarily radically different, but definately different. Once you have an idea for combat, you have an idea for a game.

That you're opting for 2d is no bad thing; graphics are not a major aspect of an RPG, and in many cases 2d looks better anyway if you get good artists (though I must say if you're planning on a particularly large world - like you should - then this will mean a lot of work for your unfortunate artists).

Large list of classes and skills? That's easy enough to say, but how will you make each unique? A problem many RPGs find is that there are only a small number of different ways you can deal damage to an opponent, and generally classes that specialise in support roles are unpopular in the online game (ever played as a monk in Guild Wars? It feels more like forced labour than playing a game). Balance is, of course, a major issue for any game, but especially so in a MMORPG where character customization plays such a big role, so make sure there are no sucky classes.



How will it be more work for the artists? IMO 2d is easier to perfect on an MMO and works and handles a lot better. Especially if you want a good combat system.

My idea isn't going to be better then WOW, but it will be an original MMO. All the MMO's are promising that list, but no MMO's actually have any of that. The main focus of this is going to be PVP. And as of the combat system, I'm going to be laying that out tomorrow all on paper, and throughout this weekend. I hope to be writing my design documentation soon. First I will have to research different game engines, some nedieval history, and create the basic structure for the game. Suggestions are welcome, also constructive criticism is welcome. Please don't tell me this will be too hard to achieve, I am devoted to making this a reality. I have the resources needed as far as funding etc.

I will be back with a thorough design doc, and a basic website soon. Until then keep the posts rolling.


Quote:Original post by Empire1
How will it be more work for the artists? IMO 2d is easier to perfect on an MMO and works and handles a lot better. Especially if you want a good combat system.


2d is easier to work with for the designers and programmers, and you can indeed argue that it suits that style of game better, but it is a misconception that it is easier for the artist. Though creating a 3d model takes more time than drawing a sprite, once you have that model you can view it from any angle, and animating it is very easy. With 2d, you need new sprites for every angle and animation you want to include, so depending on just how many animations you need, it can mean more work in the long run. However, 2d does have the advantage of being cheaper; you can draw sprites perfectly well on a number of free programs, but to make good 3d models requires some expensive software.

Making this game would not be an impossible project, though it might be very difficult and probably won't turn out to be what you intended. However, it won't take too long to get say, a single town and dungeon with one character class and a couple of different monsters up and running on a server. Once you have this you can start people playing and gradually add in more things as you make them. The true difficulties of this kind of project lie in the vastness of the world you are probably aiming to create, but if you start out small and gradually build up it is indeed possible. Good luck with it!
Empire1: I'm speechless, or rather, I'm confused and disappointed and feel helpless and it's not a new feeling. I have this feeling whenever I read a thread like this one. I wonder to myself what I can possibly write to help you out, and the answer is usually, nothing. Not because I don't have good advice, or because I think you couldn't benefit from some of the stuff I know, the only reason I have nothing to give you is because you have demonstrated that you are not willing to take.

If I am mistaken then I heartily apologize and offer you a friendly ear, should you have questions during development do feel free to pm me. I won't be quite so morose once you have some neat stuff to show. [wink]

Winterdyne, thanks for the mention [smile], I'll be getting the old Help Wanted add's going again in a week or so, i'm looking for another server developer. If no one suitable turns up i'm hoping we can discuss how you could help out with a few bits and bobs. No need to contact me, just a heads up.
------ ----- ---- --- -- -Export-Games.com is searching for talented and friendly developers. Visit our Help Wanted post for more info!My Indie development uber Journal - A game production walk through.
If you just want to design some stuff and create something very fast, then I would suggest to start of with altering an UltimaOnline Freeshard-engine.

There are projects out there where you have many options. You may code new stuff, alter just some skills or make it entirele new.

But you have something to build on, working pathfinding, network-stuff, UI, etc.


Wish you best luck on your MMO.

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