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BUnzaga

Ultima Online programming concepts...?

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I was just wonderring if anyone knew from their own experience or from their own research where I could find some reading material on the way Ultima Online coded their game framework. I will be searching google myself as soon as I post this, but I wanted to check here first, since a lot of you may have already looked for this information. I am not talking about the actual code itself, but more or less the psuedo code or concepts of how they could develop so many actions, items and object formulas and make them scaleable, etc. Thank you if you can help.

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Previous poster site look much better for MMO development theory.
http://uo.stratics.com
This site contain pretty much every stats of all weapon/armors/skills and often the mathematical formula behind the calculus the game use.

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Quote:
Original post by Dunge
Previous poster site look much better for MMO development theory.
http://uo.stratics.com
This site contain pretty much every stats of all weapon/armors/skills and often the mathematical formula behind the calculus the game use.


Raph's site gives you insight from the very author of UO, including historical perspective on how and why some systems were designed.

It also mentions various performance and design issues, as well as why some systems were removed, never worked, turned out to not be liked, and much more, as well as actual design behind resource and quest systems, and much more.

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