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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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baseball435

My Online RPG - Update #3

7 posts in this topic

Hey everyone! Update #3 on my online game is now uploaded to YouTube and it demonstrates the item system and equipment system that I added in over the past 4-5 hours (18-19 hours total)! :pirate:
 
Things I Added:
  • Item System
  • Inventory System
  • Equipment System
  • Fade in effect
  • Changed the GUI to look nicer
  • Added new tabs to the HUD
 
Hope you guys like it and please let me know what you guys think of this new update! :yeye:
 
Update #3:
https://www.youtube.com/watch?v=I2X5XD_z4FI
 
-Baseball435
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I can't see the video right now, but it apears that you've really gone for the sugestions on the other thread and started with an ORPG.

 

When i got on this forum I had the same dream of making an MMO. I also did not believe on all the posts saying how hard it was, but after sometime I got bored with the idea.

 

It seens that starting small and growing the game little by little you may someday be able to deliver an MMO, I look forward for your reports.

 

That said, i think you should start an developer journal here on GDNet.

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TBH it seems like you are just making standard RPG features right now. What will likely be bottlenecking the project is networking where you need to actually develop online-related features like database linking, client side extrapolation and network culling and getting them to scale with your player count. Plus, the actual massive amount (compared to some other game genres) of content a proper RPG game would need.

 

Still, good luck to the project, may you gain strength from the skeptics' opinions :)

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TBH it seems like you are just making standard RPG features right now. What will likely be bottlenecking the project is networking where you need to actually develop online-related features like database linking, client side extrapolation and network culling and getting them to scale with your player count. Plus, the actual massive amount (compared to some other game genres) of content a proper RPG game would need.
 
Still, good luck to the project, may you gain strength from the skeptics' opinions :)

I have already put in client side extrapolation into things like movement to "predict" where the player is. With network culling I have Implemented some of that where it will only update entities if a player is in their room which helps a lot. Databases are going to come into play with registering users too. Thanks! :)
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Random thoughts.
4 connected clients each running at a different FPS, each with different ping/pong times, requires Frame rate independent movement
Using the elapsed time between frames to update the position , 1000/60 elapsed time = 16.6.

One method is reading keyboard input detecting directional changes, recording a time stamp and position for each directional change, this information is sent back to the server on average once every 200 milliseconds.

The sever as a tick rate of say 5 ticks for each second of time.
 
The server and client can use a buffer of previous player positions to achieve movement interpolation, this approach can’t be used for PVP in real time as there is no prediction ahead of time for the new player  positions.

Projectiles can have predetermined behaviour using a sine wave generator, the client sends a player shoot packet back to the server, included is the position, angle and a time stamp, the server positions each projectile based of it’s elapsed time from being alive, With this information the server checks to see the bullet isn’t being positioned elsewhere and proceeds to send all connected clients the ally shoot packet.
 

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