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      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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Novadust

Flash MMORPG Client Size Questions

2 posts in this topic

Hi guys,

I'm currently about to start on a new MMORPG 2-D game. Whether it will turn into anything at this moment in time is another question, but I'm interested in how the best way to develop it.

Most MMORPGs I've played make you download giant sized files that contain the game's assets, likes images, maps, items and all that stuff. My question is, how would a Flash MMORPG do the same on the same scale? For example, my game might have thousands of images for skils and sprites and that kind of thing. I don't see too many players waiting around to load a flash client that is that big so I'm thinking that perhaps you load the content as the user comes across it (as opposed to all at once). I'm just looking for any insight on how this is achieved.

Thank you!
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[quote name='Novadust' timestamp='1335175933' post='4934026']
Most MMORPGs I've played make you download giant sized files that contain the game's assets, likes images, maps, items and all that stuff. My question is, how would a Flash MMORPG do the same on the same scale? For example, my game might have thousands of images for skils and sprites and that kind of thing. I don't see too many players waiting around to load a flash client that is that big so I'm thinking that perhaps you load the content as the user comes across it (as opposed to all at once). I'm just looking for any insight on how this is achieved.
[/quote]
This isn't specific to Flash. Many MMORPG's do it already. For instance WoW features a "live client" which initially downloads what you absolutely need (core content and the actual software) and then streams the rest (assets) as you play, saving it on the hard drive so that it's only downloaded once. On the other hand, if you can't save the content on the hard drive (e.g. Flash without user permissions) then this is going to suck in terms of bandwidth usage (since players would most likely be downloading exactly the same thing every time they fire up the game). And browsers may not be happy dealing with gigabyte-sized caches so you may need to configure Flash so that it dumps its stuff elsewhere (I know I regularly flush my browser cache).

That said, if you haven't started developing the MMORPG yet then technical details like those are the last thing you should be worrying about at this time. You should not worry about "getting it right" because otherwise you'll never get started. Just prototype, iterate, don't worry about bad code or hacks - you will naturally go back on them as you learn good code design from failing repeatedly - and then you'll succeed (hopefully)
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Thank you for your response! I just wanted to make sure that when I come to these pitfalls, that there are viable solutions that can work around them XP
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