• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
Stefanthekid

How to make an open word 2D MMORPG Game?

4 posts in this topic

So what are the things i would need to know to make n MMORPG Game that is 2D? How long would it take to finish the game. Also it has multiplayer like Runescape and word of warcraft. So how long do you think it would take. It is also open world and me and another person who has 2 years of experience wih programming are making it. And I am new to this site
-4

Share this post


Link to post
Share on other sites
What kind of stuff have you worked on already? A lot of people like MMOs and are working in some way to get to making one someday. I'm sure if you start now with small, simple projects, and scale up as you go, making bigger and bigger games, you'll eventually learn everything you need to know to make one. Start small and learn.
0

Share this post


Link to post
Share on other sites
The first M in MMO stands for "Massively", that should be a first clue as to the amount of work required. The rule of thumb for becoming competent at something is 10,000 hours of practise. That roughly equates to 5 years full time using a skill. To produce something on the scale of an MMO you'll need many VERY skilled people, not merely competent.

You're setting yourself up for disappointment/failure at the outset if you aim so high. It can be your long term goal, but in the short term I'd recommend a project more within your grasp.
0

Share this post


Link to post
Share on other sites
I'd say the same as the above guys talking about MMOs. [b]BUT[/b]: Minecraft and Terraria may not be MMOs, but they are great multiplayer experiences and this may just be the way to go for you. I'm having a similar project that is anchored in a Singleplayer experience with the potential to expand into the Multiplayer sphere later on, once the finances improve.

But don't waste energy trying to make an MMO. It's waaay too ambitious. Keep it simple, keep it clean. Don't overthink things and only plan out the core elements. The rest will come naturally as you massage your game into existence. Edited by DrMadolite
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0