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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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my Facebook MMORPG

1 post in this topic

you must be logged in to facebook in order to connect. [url="http://apps.facebook.com/blockrage/"]http://apps.facebook.com/blockrage/[/url]
the thing is 90% done, levels and 3-4 functions are still not implemented [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
i'm open to any ideas, feel free to spam me, any time, without permission.

so 4 months ago i started working on my own mmorpg for facebook, as i have alot of experience in
server<->client network programming, i managed to create something very massive but,
the thing is i don't have time nor the money to finish the game, i'm using royalty-free sprites for now,

so here is some pretty basic information just in case you are interested:
OS: Linux; requirements: approx 24 cpu cores (1 or 2 cpus) and 16 gb RAM for 10 000 players online;
net: at 100% load (all the players moving actively) that would be like 8mb/s at most.
technology: epoll/multithreaded non-blocking sockets.
DB: mysql5;
Threads: asynchronous, non-blocking sockets with epoll, you can specify how many threads to run to optimize packets processing
(i guess not more than 10ms lag at 100% load with 96 threads on 24 cores processor.

ActionScript 3, map: 2000*2000 tiles, each tile is 60 pixels.
idea: not too certain yet, but for now, just like any other mmorpg, a chat, building objects, walking around, facebook login/names.
yet all of it took alot of time to build in order to minimize lags and optimize the flash code,
everything now works smoothly on flash player 9 and up.
due to the fact flash does not support multithreading, i had to implement some pretty genius code in order to make everything lagless.

From Russia with Love.

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