• 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
glhf

Can you make a mmorpg like mount and blade?

10 posts in this topic

For those that know what mount & blade: warband is if wonder if you could make a mmorpg that is like that.
an open and seamless huge world.

If its possible what are things i would have to keep in mind and maybe some advice?

maybe this would be better posted in game programming i really dont know...
I kinda had some more questions and thoughts that i was gonna add to this thread but it just slipped out of my mind..
0

Share this post


Link to post
Share on other sites
Is it possible? Absolutely.

Based on the credits of the first game, and the approximate cost of MMO infrastructure, give me a budget of about $75M and I can make such a game in 24 months.

The words "MMO" instantly mean a cost of $30M to $50M depending on location on the globe.
0

Share this post


Link to post
Share on other sites
[quote name='frob' timestamp='1353567486' post='5003146']
Is it possible? Absolutely.

Based on the credits of the first game, and the approximate cost of MMO infrastructure, give me a budget of about $75M and I can make such a game in 24 months.

The words "MMO" instantly mean a cost of $30M to $50M depending on location on the globe.
[/quote]

well i dont mean to talk about money or how long time it takes to code and make assets and make it into a AA title.

I just wonder like.. if computers and internets can handle a game like that.. or whatever else..
i mean its real fast paced combat and things like that.
0

Share this post


Link to post
Share on other sites
Definitely. Planetside 2 for instance uses a custom engine to handle MMO scale FPS combat. A horse can be thought of as a vehicle in such a game. Definitely possible to create one, but not cheap in the slightest.
0

Share this post


Link to post
Share on other sites
Yes, it's technically possible, but...

[quote name='glhf' timestamp='1353562607' post='5003128']
If its possible what are things i would have to keep in mind and maybe some advice?
[/quote]
I'd advise you to forget about it until you're in a [i]much[/i] better position. This is something experienced professional developers with proper funding would tackle, and is almost certainly beyond the capabilities of an indie or hobbyist.

Aim smaller! A fun online multi-player game is well within the capabilities of a skilled indie developer, but an MMO is simply too much work and too expensive to run.
0

Share this post


Link to post
Share on other sites
[quote name='Sirisian' timestamp='1353569280' post='5003150']
Definitely. Planetside 2 for instance uses a custom engine to handle MMO scale FPS combat. A horse can be thought of as a vehicle in such a game. Definitely possible to create one, but not cheap in the slightest.
[/quote]

cheap as in how much uhmm what it called again... that it requires players that have good computer and internet and that you have a awesome server to host it on?
or what

creating a horse and making it rideable etc isnt that hard at least?
0

Share this post


Link to post
Share on other sites
[quote name='glhf' timestamp='1353570772' post='5003158']
creating a horse and making it rideable etc isnt that hard at least?
[/quote]

Difficulty is relative.

If you have a system in place that supports locomotion, actors, postures and interactions, then adding a posture to sit on a moving horse is pretty easy.

If your experience has not progressed past making a side-scroller, then it will be extremely difficult.
0

Share this post


Link to post
Share on other sites
i would be using hero engine if i was gonna make this.. not sure i just am interested in knowing if its possible in practise.
i dont want to give the thought of making such a game entertainment if its not even possible.

what would be the most challenging thing about making such a game if using hero engine?
0

Share this post


Link to post
Share on other sites
[quote name='glhf' timestamp='1353570772' post='5003158']
[quote name='Sirisian' timestamp='1353569280' post='5003150']
Definitely. Planetside 2 for instance uses a custom engine to handle MMO scale FPS combat. A horse can be thought of as a vehicle in such a game. Definitely possible to create one, but not cheap in the slightest.
[/quote]

cheap as in how much uhmm what it called again... that it requires players that have good computer and internet and that you have a awesome server to host it on?
or what

creating a horse and making it rideable etc isnt that hard at least?
[/quote]
I was talking about the difficulties in developing a graphical engine and networking engine that would allow that level of gameplay. Depends on the quality you're going for. I guess you could do it with stickmen and stickhorses and flat shaded terrain. Even then you need to rig the horse mesh and have it animate. Mount and blade from what I've researched before relies a lot on animation.

As for making a horse rideable it would assume you are familiar with programming an animation system with blending of animations and had the content created for the rigged horses and the player and the proper animation files. If you're familiar with that kind of stuff it might take a few weeks to get a very basic system in place with a player mounting a horse and the horse moving. That's a big if as I've seen for beginners even basic animation without blending can take people a while to grasp.

I'd ask on their forums about hero engine specifically probably. I got the impression though that it's more for WoW type games and not twitch games, though it's hard to tell just from the videos what the engine's capability is without using it extensively.

[quote name='glhf' timestamp='1353573940' post='5003169']
i just am interested in knowing if its possible in practise
[/quote]
Already mentioned it was possible. Other games already feature the complexity that an MMO mount and blade would have. Edited by Sirisian
0

Share this post


Link to post
Share on other sites
[quote name='Sirisian' timestamp='1353578066' post='5003185']
[quote name='glhf' timestamp='1353570772' post='5003158']
[quote name='Sirisian' timestamp='1353569280' post='5003150']
Definitely. Planetside 2 for instance uses a custom engine to handle MMO scale FPS combat. A horse can be thought of as a vehicle in such a game. Definitely possible to create one, but not cheap in the slightest.
[/quote]

cheap as in how much uhmm what it called again... that it requires players that have good computer and internet and that you have a awesome server to host it on?
or what

creating a horse and making it rideable etc isnt that hard at least?
[/quote]
I was talking about the difficulties in developing a graphical engine and networking engine that would allow that level of gameplay. Depends on the quality you're going for. I guess you could do it with stickmen and stickhorses and flat shaded terrain. Even then you need to rig the horse mesh and have it animate. Mount and blade from what I've researched before relies a lot on animation.

As for making a horse rideable it would assume you are familiar with programming an animation system with blending of animations and had the content created for the rigged horses and the player and the proper animation files. If you're familiar with that kind of stuff it might take a few weeks to get a very basic system in place with a player mounting a horse and the horse moving. That's a big if as I've seen for beginners even basic animation without blending can take people a while to grasp.

I'd ask on their forums about hero engine specifically probably. I got the impression though that it's more for WoW type games and not twitch games, though it's hard to tell just from the videos what the engine's capability is without using it extensively.

[quote name='glhf' timestamp='1353573940' post='5003169']
i just am interested in knowing if its possible in practise
[/quote]
Already mentioned it was possible. Other games already feature the complexity that an MMO mount and blade would have.
[/quote]

thanks for the insight!

can you also mention what other games have this complexity?
Darkfall Online maybe? I guess archery in DFO is somewhat similar.. I didnt play this game that much but I felt DFO had very simple archery mechanics that just fly straight and doesnt lose velocity or height or anything.. but i didnt test out archery very much the little i played that.

their melee was not close to m&b complexity though if you ask me..
they only had 2 attacks.. overhead and a swing attack.
no feinting etc and super huge target boxes. so i think that would be simple to make at like DFO did it..
0

Share this post


Link to post
Share on other sites
Is it possible for you? I don't know you. I would bet no one here does. We don't know who you are, or what type of person you are. You could always ask someone you know who maybe has advanced programming experience. As for the question, you will be prepared to backtrack and look up all of that calculus, algebra, and trigonometry that you have probably forgotten by now. Also, when I started reading graphics books, everything in them is in the most proper mathematical notation there is, and I was never taught how to properly notate things in math, so I had to learn about that. [i]Sometimes[/i] its the notation, not the math, that gets you. At least it happened for me.
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