- Browser-based MMORPG supported by ads - MMORPG's seem to be the easiest to find developer volunteers for. Plus, Pokémon has never supported an MMORPG, so this would definitely garner many of the franchise's fans, both pre- and post-release. Because of this, we'll have more volunteers for the project, which I would think would speed up the development process drastically. However, I have heard many a time that MMORPGs are the most difficult kind of game to program, so I don't know if it would be worth it in the long run. Plus, a MMORPG would require maintained servers, which seems rather expensive and time-consuming. Also, I wouldn't want to bother going the MMORPG route unless I knew I could run it without fear of lag or crashing.
- Offline RPG for the PC, iPhone/iPod, and Android - Seems simpler to develop overall, though it would likely not attract as much volunteerism, which may ultimately make this the more time-consuming route than a MMORPG project (possibly, I wouldn't know). However, we wouldn't have to mess with servers and it would allow for smooth gameplay.
- Offline RPG with an online multiplayer mode - Similar to the directly previous, except we would still have to maintain a server(s).
The next thing currently undecided about my future project is the graphics. If I decide to make the game 2D or 2.5D, it will feature a set bird's-eye-view camera angle similar to that in classic RPGs such as Final Fantasy and Pokémon (henceforth, "overworld"). For the battle system of the game, I am considering either battles taking place in the overworld, or battles taking place in seperate scenes as they did in Final Fantasy and still do in Pokémon. However, the only reason I'd want the battle system to separate itself from the overworld is if the battle system were to feature full 3D graphics; otherwise, I would just want the battle system to blend in with the rest of the game. Make sense? This summons a new set of options:
- Full 2D with a battle system integrated into the overworld - This is probably easiest on the programming end (I wouldn't know, I'm not a programmer) and the in-game art would be the easiest to develop. This would also require the least amount of volunteered time. However, 2D is dying out, and I don't want my game to die with it! Especially if it's an MMORPG.
- 2D overworld with a 3D battle system - This may be excessively difficult and time-consuming on the programming end, but if it's not, it would seem to me to be the best option. I could have a team of 2D artists focus on the overworld while a 3D modelling team develops monster models and battle environments. It doesn't seem that it would take any more time on the artists' end than going full 2D because the two departments would be working on their respective artwork simultaneously. The biggest problem I know of is that this would not be aesthetically pleasing unless the 3D models/environments were cel-shaded, to give it a parallel to the 2D overworld. Cel-shaded models take longer to make, from what I've heard.
- Full 2.5D, battle system integrated into overworld - OR, instead of splitting the 2D and 3D artwork between overworld and the battle system, I could split them among the overworld to create a 2.5D effect. In other words, short objects such as signs, plants, monsters, and people would be given the 2D treatment, while landscapes such as waterfalls and taller objects such as trees and buildings are in 3D. To see an example of this, watch this video of the Pokémon HeartGold Version overworld: http://www.youtube.c...feature=related
- Full 3D - This would definitely take the longest, but it would be the most aesthetically pleasing. In the video game world, 2D is dying out quickly; 3D would ensure that the game isn't obsolete before it's even completed. Plus, the Pokémon franchise has been dragging its feat in its main series's transition to 3D; therefore, going full 3D with my project, if executed quickly, would be a great way to grab the attention of the huge Pokémon fanbase.
The next thing to consider is what engine to use. If I go the offline RPG route, I will almost undoubtedly use Unity3D so I can deploy the game to multiple platforms. However, if I choose to pursue a MMORPG project, the engine at hand is still up in the air:
- Java-based engine - I know that Java is well known for web-based gaming. RuneScape is a huge example. This was my initial choice until I discovered Unity.
- Unity3D - I love Unity because of its one-click deployment, but would that have the same effect on MMORPGs? The interface and controls in most MMORPGs are so specific to the platform that it seems deployment to iOS and Android would be a bad idea or impossible in this case. Also, I know that Unity is not an engine built for 2D games or MMORPGs. If I were to decide upon the 2D MMORPG, would development in Unity present programming obstacles so excessively that Java is the better option?
- Other engine I haven't discovered yet - If you know of something better, please let me know!
Please offer your input on which directions I should go with this game project. Thanks in advance!