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Anton Vatchenko

Fishing in MMO

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How to implement fishing in games where fishing is not a main goal, and just a thing to make money/food. I know that there must be some types of rod, fish and other objects, but fishing doesn't look like other processes where you click on the object and it runs some script. Water is very big and meybe have different fishes in different places. Maybe somewhere there's no fish. How to implement fishing?

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It's usually just all a simple animation with a script that gives you a random prize various of fish, or maybe an old boot.

Have the player with an equipped fishing rod click on some water polygons, then play the relevant casting off animation, and have them wait with the rod. The player can click away to get up and leave (and resume normal play) or wait a bit and see if something bites.

If something bites, then you just award a random prize of whatever fish live in that area.

Just store a list somewhere in each area of what fish live there. Just like you have a list of what monsters roam that area, and possibly what loot is available.

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I'm talking about online game, so client can show any animation - it's not a problem! And if the player uses silver rod (for example) - server must check it! And if I use big bait I can get one type of fish, another bait - another fish.

And if I go fishing - everybody must see it, so server must check where I click to make hack less (if I will stand on the road and get a fish near some cars for example).

Talking about monsters. They are the objects. With a position. If position is near to me they kill me. But fish is not such object - I can't see it, because if I could I had to hack.

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Original post by Anton Vatchenko
I'm talking about online game, so client can show any animation - it's not a problem! And if the player uses silver rod (for example) - server must check it! And if I use big bait I can get one type of fish, another bait - another fish.

And if I go fishing - everybody must see it, so server must check where I click to make hack less (if I will stand on the road and get a fish near some cars for example).

Talking about monsters. They are the objects. With a position. If position is near to me they kill me. But fish is not such object - I can't see it, because if I could I had to hack.
The server must check everything anyway, the client must always ask tom do something, then the server acknowledges it. The moment you let the client tell the server it's doing something instead of asking, you open your game up to hacking.

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Original post by Anton Vatchenko
So how to solve my problem?
Daaark's reply answers your question. What problem is outstanding?

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Original post by Anton Vatchenko
He doesn't answer. 90% is about client. About "Just store a list somewhere in each area of what fish live there" - is just a continuation of my question.
When the client sends the "I'm starting fishing" action to the server, the server takes that clients position and compares it to the list of known fishing regions (I.e. locations of ponds, sea, etc) and then periodically (Time based on amount of fish in the area, client's skill level and rod type, etc) the server sends a message to the client saying "Caught fish type X".

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Original post by Evil Steve
Quote:
Original post by Anton Vatchenko
So how to solve my problem?
Daaark's reply answers your question. What problem is outstanding?
Yep. I can't go into any further detail, because the finer points of this are specific to your game engine, and the database.

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Like WoW?

- Player issues "Start Fishing" action.
- Server creates bobber in random, nearby location. Bobber is a "mob", spawned based on location where it was created
- On every tick, server checks if fish has bitten
- If it has, notify the user
- When user issues "reel in" action, the bobber "dies", and its loot table is checked
- If user doesn't respond fast enough, bobber despawns.

Voila.

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