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JoeVanSickle

My [indie MMO] so far

14 posts in this topic

[font=arial, verdana, tahoma, sans-serif][size=2]Hey guys I've made some more progress...

[url="http://vansicklegames.com/Data/Media/images/58.png"][img]http://vansicklegames.com/15.png[/img][/url]

[media]http://www.youtube.com/watch?v=RYsbQ18-2mM[/media]


[url="http://vansicklegames.com/"][clicky][/url] If you want to see more...[/size][/font]
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This is really great :o, awesome feature list already completed !!
You should consider to write a developer journal here at GDnet (it's free) and post some screens at the [url="http://www.gamedev.net/page/community/iotd/index.html"]IOTD[/url] thread.

Some questions:
- How long is your project in development ?
- Is all art done by yourself ?
- What video tool do you use to create your video ?
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[b]@Ashaman73:[/b] Thanks for the feedback I will consider doing what you mentioned. Development Started June 2ed 2010 Ssooo.. 413 days ago (1.13 years). I first started to try to create a game like this one about 6 years ago (starting over a lot and redesigning things better since then). Iv never gotten this far. Based on current projections I'm predicting it will take another year more to get to beta. I did all the art-work for the game (meshes/textures/gui etc etc), which surprisingly I'm starting to dread doing [img]http://public.gamedev.net/public/style_emoticons/default/sad.gif[/img]. I'm also starting to notice that I get that question a lot [img]http://public.gamedev.net/public/style_emoticons/default/mellow.gif[/img]... I am torn as to whether I should try to start up a team, I have tried before and it didn't go so hot. I used windows live movie maker 2011 for the progress video but I do not recommend it as it butchers the video's quality and you can only output one format; it's fairly easy to use though.
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[quote name='JoeVanSickle' timestamp='1311179071' post='4838019']
Ashaman73: Thanks for the feedback I will consider doing what you mentioned. Development Started June 2ed 2010 Ssooo.. 413 days ago (1.13 years). I first started to try to create a game like this one about 6 years ago (starting over a lot and redesigning things better since then). Iv never gotten this far. Based on current projections I'm predicting it will take another year more to get to beta. I did all the art-work for the game (meshes/textures/gui etc etc), which surprisingly I'm starting to dread doing [img]http://public.gamedev.net/public/style_emoticons/default/sad.gif[/img]. I'm also starting to notice that I get that question a lot [img]http://public.gamedev.net/public/style_emoticons/default/mellow.gif[/img]... I am torn as to whether I should try to start up a team, I have tried before and it didn't go so hot. I used windows live movie maker 2011 for the progress video but I do not recommend it as it butchers the video's quality and you can only output one format; it's fairly easy to use though.
[/quote]
You have made great progress in short time. I started my engine 1998 :o, my game together with a friend 2,5 years ago. I'm doing most of the work, including most of the art work, thought my friend helps a lot and is a more creative artist than me :wink:
The one tip I can give you is, that you should choose a simple art style when doing all the art yourself, take a look at runescape or minecraft, simple art still succesful.

Keep up the great work !
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Very awesome stuff! I hope your project gets off the ground because it looks very promising! Why do you [i]have[/i] to use shader model 4.0? Isn't that overkill? Also, only vista/windows 7? You're putting off a lot of people in my opinion, might want to make it work for older computers as well. It doesn't look like the graphics can only be handled with newer PC's.
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[font="Verdana, Helvetica, sans-serif"][b] @Nikke:[/b] Thanks, I chose to use DirectX 11 (same goes for shader model 4.0) to make things easier for myself. I understand that [i]that[/i] choice may have narrowed the potential audience I can reach.[/font][font="Verdana, Helvetica, sans-serif"] [url="http://marketshare.hitslink.com/os-market-share.aspx?spider=1&qprid=11"][clicky][/url][/font]
[i](DX11 makes viv win7/vista only)[/i]

[font="Verdana, Helvetica, sans-serif"]Misc reasons for choosing DX11:[/font]
[font="Verdana, Helvetica, sans-serif"]-I wanted to use the most up to date APIs for this project.
-I programmed all this by myself so I thought I'd make things easier and simpler by choosing just one DirectX version.
-I've got more experience with DirectX11 than with DX9.
-I have a DirectX11 graphics card
-DirectX11 is going to be supported further in the future than DX9.[/font]
[font="Verdana, Helvetica, sans-serif"]-Win7's popularity is growing[/font]
[font="Verdana, Helvetica, sans-serif"]-I wont be done with the project for about another year...[/font]
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Hey this is CC Ricers from the ES boards. Just gotta repeat what I said there, so good job! Quite an accomplishment for the time you spent on it.

By the way now that I finally know what specs it needs to run on, will it use some DX11-specific features? My video card only supports up to DX10.
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Man, your MMO looks awesome so far. Have you started building the server along with it? If so, what database and language are you using? I can understand your reluctance to start a team. I started one and found that I wanted to program more than I wanted to lead the team. Leading and organizing the team took up all my time to where I had no time to program so the team ended up failing. I would only start another team if someone else was willing to keep everything organized.

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[b]@landagen:[/b] Thank you! I've been working on the server/client side by side since very early on, I find it's best to get them both of the ground as early and as close to the same time as possible. All of my friends suck so sadly I can't really show off all the multi-player functionalities in the videos. The server/client are written in C++, I'm not using a database though. I haven't really found the need for one; I just need to save one file for each character and one for each account. The server reads and writes everything to different folders, I find the fore mentioned method to be lot more simple and strait forward than using a database. I get that question a lot though, perhaps I've always just missed something? I encountered frighteningly similar circumstances when I started up a team as well (previous project); this time around I'm going to be a lot more selective, and try to stick to 3 people max joining the team. I'm hoping that will solve the problems that I encountered before.
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