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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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MilkyTerror

How would I start a 2d mmorpg

5 posts in this topic

I know an mmo takes ages to make and I have that time, I am just wondering how to start programming a server that just sends for example map data to the client, have sprites walk around, nothing fancy. I have done some research on networking and I hope to do this in c/c++

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Thanks for the links, and yes I have been doing c++ for a while,i made a small rpg and a few roguelikes. thanks for the networking tutorials :D

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I'd suggest going to the forum's FAQ

 

Items #0, 1, 3, 8, 28, 29, should all be especially useful. You'll note the links in SotL's post are also in those answers. The rest of the forum FAQ is good too, although some of the links are broken and a few of the answers are dated.

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High level -- how it differs from a Solo game  (you may have already done this mostly if you had done mutiplayer already )

 

Server is in the middle, assembles all the commands from the clients and then correlates the actions and their results (including any side effects of different players actions happening in close proximity) and the  filters those results to send them to the clients which would be in range to see them.

 

NPCs behavior (and terrain changes)  would be run on the Server.

 

Network traffic flows in and back out of the Server in the center

 

So you have to start slicing you solo program into the parts that would be in that center and the parts the client retains (like rendering and validating innputs)

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