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VregAndreasyan

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About VregAndreasyan

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  1. Hi guys, I need opinions on some networking that I have in mind. Imagine an online role playing game, played in first person. A game, where there are rooms (or servers), hosted by players. Those rooms can take from 2 to 64 players. In that game, there is a smart human-like alien race trying to eliminate all humans and conquer the earth. The earth, as a reaction has formed a United Army with soldiers from many different nations. The players take the role of one of those soldiers. All aliens in the game are computer-controlled. Meaning that this will be an online game where people have to team up to fight against aliens (controlled by computers). There will basically be no PVP at all. When entering one of those rooms (or servers), you will not be brought straight in the action. You will be taken to a city that is safe (alien-free). There you can start a talk with other people, buy/sell goods, train your skills,... But you are one step away from entering the battlefield and fighting for your planet. Why do I let people host servers, simple, because I don't have the resources to host massive servers myself. So I let the players host small servers. That is also the cause of a brain cracking problem. Since this is a role playing game, player stats are saved in a database. And servers hosted on 3rd party computers access my database containing info about all players in order to be able to read and save stats. By letting players host servers, I enable a lot of security risks. Here are my 2 solutions, but I don't know how secure they actually are: I'm thinking of letting the master server (hosted by me) send data about how to access the database to those servers once they get started and are verified by the master server as being the latest (and being a legit) version (through an MD5 check sum). This way, they would not be able to decompile the server and fetch info about the database. Then there is memory editing stuff in the server by the hosters which would eventually result in manipulated stats being saved to the database. I will solve that problem by using an anti-cheat method I developed for a flash game. Also, only verified servers get added to the list of servers in the master server. This would eliminate all modified and outdated servers. So, any opinions/advice? Thanks for your time.
  2. VregAndreasyan

    Untitled Online

    Thank you for your response. I'll go into more detail. In this game, there will be 2 - 3 cities, for the first playable version. Meaning that when hosting a server or room for the game, the hoster has to choose which city it wants to host for. Then, when a player wants to play a game, it has to choose a room/server with the player's preferred city. Simply put, there will be a bunch of servers/rooms and every one of them will be hosting for one of the available cities. Why am I saying hosting FOR a city? Because those rooms/servers are part of something bigger. All crucial data regarding player stats, money, items,... will be calculated by those rooms/servers, but eventually saved to a database managed by me. Whenever a player logs into a room/server (hosted by someone that is not me), that server will fetch that particular player's data (his items, money, stats,...) from the global game database (managed by me). So yes, you can transfer goods from one room to another. EDIT: I also made a modified version of this post for the Networking and Multiplayer board.
  3. VregAndreasyan

    Untitled Online

    Alright, hope this will get fixed then I thought this was the most fitting board for posting this.
  4. fark FACEBOOK, fark TIMELINE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  5. VregAndreasyan

    Untitled Online

    Hi guys, I need opinions on some mechanics that I have in mind. Imagine an online role playing game, played in first person. A game, where there are rooms (or servers), hosted by players. Those rooms can take from 2 to 64 players. In that game, there is a smart human-like alien race trying to eliminate all humans and conquer the earth. The earth, as a reaction has formed a United Army with soldiers from many different nations. The players take the role of one of those soldiers. All aliens in the game are computer-controlled. Meaning that this will be an online game where people have to team up to fight against aliens (controlled by computers). There will basically be no PVP at all. When entering one of those rooms (or servers), you will not be brought straight in the action. You will be taken to a city that is safe (alien-free). There you can start a talk with other people, buy/sell goods, train your skills,... But you are one step away from entering the battlefield and fighting for your planet. This is what I have in mind. I need opinions on these mechanics, because I would like a game like this, but I don't know if other people would too. And this would be a very time consuming project so I don't want to waste time on something that will not be played in the end. Why do I let people host servers, simple, because I don't have the resources to host massive servers myself. So I let the players host small servers. That is also the cause of a brain cracking problem. Since this is a role playing game, player stats are saved in a database. And servers hosted on 3rd party computers access my database containing info about all players in order to be able to read and save stats. By letting players host servers, I enable a lot of security risks. Here are my 2 solutions, but I don't know how secure they actually are: I'm thinking of letting the master server (hosted by me) send data about how to access the database to those servers once they get started and are verified by the master server as being the latest (and being a legit) version (through an MD5 check sum). This way, they would not be able to decompile the server and fetch info about the database. Then there is memory editing stuff in the server by the hosters which would eventually result in manipulated stats being saved to the database. I will solve that problem by using an anti-cheat method I developed for a flash game. Also, only verified servers get added to the list of servers in the master server. This would eliminate all modified and outdated servers. Anyhow, that's about it. What do you guys think? Would you play something like this? Do you know any games similar to this?
  6. VregAndreasyan

    The Immortal Ruler

    What about if the player is just a mortal leader, a king for example, and pretty much gives orders like old kings did in their time. Telling commanders to attack this and that, of course this makes for less strategy and more dictatorship but this makes it very realistic and something that I'd play for sure. Maybe even make it so that you have to view in the POV of the king and not from the top like a God. This will require some complex AI writing, but if you're looking for the right genre I'd say this would do it. You would be sitting in your palace for example and at anytime you could call a commader to you to tell the current situation, and give them orders if nessecary. You could then either turn on ghost king mode or normal king mode, ghost king is pretty simple, when you send your army out for a fight, you can go with them on your horse and watch everything from close or from a distance without getting attacked. Normal mode would allow you to fight with your army. Imagine all of this in first person. This would be a Unique game, and unlike anything anyone has seen before. Something to add to this, you could also just stay in your village and do nothing when you order your army to fight.
  7. VregAndreasyan

    Something Online

    Thank you, well the player needs to collect metals and other materials from a general world. Where there are other players, wich he can fight with, trade with,... Then he can use those materials and such for expanding his own personal territory. This will all be in first person. The world will be LARGE in theory, but very small in reality. Here's how I plan to do this, there will be a huge database, or multiple (SQL) databases containing a single row of records for each player containting information about his name, password, items, position, city section name, city section details,... When a player visits his City Section for example, the client will ask the server for the details of that City Section, the server will gladly handle those over to the client wich will then render that out for himself, thus not affecting the server and causing lagg or other problems. All City Sections will be available 24/7 to anyone, they just have to choose them from a list to enter them, and the server will tell the client what to do. So yes, this does make a VERY large world, but at the same time it's not because it's all individual. This way, I let the players create the world and expand it, without applying very advanced techniques that I do not manage. Anyway, after a stable build, I'll make sure there is as little grinding as possible, I'll add quests, etc. Atm, I'm finishing a flash game, that will make me about 700 dollars or more. After that I'll have a small budget for server hosting, website hosting, and I'll start learning the engine and start the development of this project. And please, any other opinions and reviews are greatly appriciated as I learn more and more about how I'm going to do this project when I answer questions.
  8. VregAndreasyan

    Something Online

    Ravyne, I am truly thankful for your response as it has some very valuable information. By American USSR Nazis I meant, people from America that hate the USSR so much that they can be considered USSR Nazis, I will probably have to replace that with something more like a USSR hate group called something. They decided to nuke the USSR because they pretty much got abandoned by them. Europe helps America because the USSR 2.0 did the same thing to them as it did to the USA. So for their own protection aswell, they helped America to defeat the mighty USSR. I should probably replace the everyone dies part with, most of the world died and those who survived and got exposed to radiation, mutated. I'm going to keep the MB Compressor's concept as I find it good as it is, altough you are completely right about the fact that I need to put some logic behind the technology. I'd say it creates a small portable and highly controlled (for putting the shapes on the right place after you decompress and assemble the particles back together) black hole that can only suck up materials such as metals, glass,... nothing organic. After sucking it up, it breaks the material down into small particles (or molecules whatever you want to call it) and sends them to the molecule compressor, wich then compresses the particles and stores them in it's physical memory. Polyfrag, since I'm only 17 and a hobby game developer I haven't got the knowledge of BSP and other advanced techniques like that. This game will have simple physics, nothing spectacular as there is no need for them (for now). I will model efficient using as little amount of polygons as possible but with good textures and shaders to make the game look good. I also decided to use the Unity engine since it is already out in the public and is very stable compared to the unreleased Molehill APIs from Flash. Unity will give me not only the oppertunity to make the game better looking for when I am capable of doing so, but also will allow me for making it cross platform for when the time is ripe. Oh, almost forgot, the main reason for using Unity or Molehill from Flash is because of the fact that if this game works out, it will be browser based. As for the building shapes, the reason why everyone gets their own City Sections is because that will allow the computer to render only one "space" at a time, for example, the main city or some City Section. But nothing merged together. I originally planned to premodel all kinds of shapes for the buildings and let the player combine those shapes to make his buildings the way he or she wants. The reason I don't want to give the player complete freedom in creating his or her city is because I will be using more complex graphics than Minecraft wich will make it harder to render and because I'm trying to recreate the effect of actually being in New York. The effect of being surrounded by big buildings, not by ugly shapes. People will be able to go on the top of buildings for example. I think you get the basic idea. But I don't know, maybe people won't like the game for the fact that they are restricted to premodeled shapes. Also, I think I might add another 30 years to the default dates because the MB Compressor is a bit ahead of it's time imo.
  9. VregAndreasyan

    Something Online

    It's those computationally complex games that get sucessful these days. I'm tired of making small games, I thought it was time for something big.
  10. VregAndreasyan

    Something Online

    [font=verdana][size=2]In the year 2021 the world was in a very bad state, many natural resources we're getting empty and people lost hope for a future. America's economy was dieing and the dollar had been left out 3 years ago, it was replaced by the euro in an effort of Europe to save and give hope to America. That was the first big mistake of humanity. 7 years later in 2028 after Europe's attempt to save America, the euro was worth half of what the dollar was worth back in 2021. Because of America, Europe's economy went down together with America. That lead to a big vulnerability to the Eastern countries. Armenia, Russia, Ukrania, Georgia,... In an attempt to save the eastern economy, Russia rebuilt the Sovjet Union, Sovjet Union 2.0 together with Armenia, Ukrania, Georgia,... They stopped all import and export, deported all American and European tourists and habitants and blocked all incoming Western tourism. America and Europe were shocked of this because the whole operation took only 2 weeks to complete and happend out of nothing. A group of American USSR Nazi hackers called Anoglia hacked into all America's military mainframes. The second big mistake of humanity is the fact that they use a network for launching bombs. Anoglia took over all the control of America's nuclear bombs, and launched them on the capital city of Russia, Moscow. 11 million people were estimated to have died, Russia was furious. They started to nuke America, killing millions of civillians. A nuclear war started between the USSR and the USA. Europe was in the middle of all of this. This is the third mistake of humanity, Europe was America's friend because they helped them with the euro back in 2021. So they decided to support them in the war. They had made a prototype bio nuke that could whipe out 10 000 000 km² in one attack. This nuke was not tested yet and was very unstable, but that was all Europe had. In the year 2028, 27 October at 17:25, Europe launched the nuke on the center of Russia. The bomb exploded and whiped Russia out, but the nuclear reaction didn't go as planned and kept going, whiping out the entire planet. Killing all that is living and exposing the ones that survived to extreme radiation. Not everyone died, since the incident started in Moscow, a lot of people build underground shelters to provide them protection. Those people are the only survivors on the planet. Animals are all dead apart from the ones that were taken with people in the shelters, the ones that did survive are mutated.[/font] [font=verdana][size=2] [/font] [font=verdana][size=2]I would like to get opinions about this storyline, do you like it, do you find it amazing, do you hate it, what could be done better,...[/font] [font=verdana][size=2] [/font] [font=verdana][size=2]More information about this project can be found here:[/font] [font=verdana][size=2] [/font] [font=verdana][size=2]http://www.gamedev.net/topic/609858-something-online/[/font]
  11. VregAndreasyan

    Something Online

    My appologies, I'll edit the question on this forum and add another one on that other forum.
  12. VregAndreasyan

    Something Online

    [color="black"][font="verdana"]In the year 2021 the world was in a very bad state, many natural resources we're getting empty and people lost hope for a future. America's economy was dieing and the dollar had been left out 3 years ago, it was replaced by the euro in an effort of Europe to save and give hope to America. That was the first big mistake of humanity. 7 years later in 2028 after Europe's attempt to save America, the euro was worth half of what the dollar was worth back in 2021. Because of America, Europe's economy went down together with America. That lead to a big vulnerability to the Eastern countries. Armenia, Russia, Ukrania, Georgia,... In an attempt to save the eastern economy, Russia rebuilt the Sovjet Union, Sovjet Union 2.0 together with Armenia, Ukrania, Georgia,... They stopped all import and export, deported all American and European tourists and habitants and blocked all incoming Western tourism. America and Europe were shocked of this because the whole operation took only 2 weeks to complete and happend out of nothing. A group of American USSR Nazi hackers called Anoglia hacked into all America's military mainframes. The second big mistake of humanity is the fact that they use a network for launching bombs. Anoglia took over all the control of America's nuclear bombs, and launched them on the capital city of Russia, Moscow. 11 million people were estimated to have died, Russia was furious. They started to nuke America, killing millions of civillians. A nuclear war started between the USSR and the USA. Europe was in the middle of all of this. This is the third mistake of humanity, Europe was America's friend because they helped them with the euro back in 2021. So they decided to support them in the war. They had made a prototype bio nuke that could whipe out 10 000 000 km² in one attack. This nuke was not tested yet and was very unstable, but that was all Europe had. In the year 2028, 27 October at 17:25, Europe launched the nuke on the center of Russia. The bomb exploded and whiped Russia out, but the nuclear reaction didn't go as planned and kept going, whiping out the entire planet. Killing all that is living and exposing the ones that survived to extreme radiation. Not everyone died, since the incident started in Moscow, a lot of people build underground shelters to provide them protection. Those people are the only survivors on the planet. Animals are all dead apart from the ones that were taken with people in the shelters, the ones that did survive are mutated. That there is the storyline, wich is only provided to give you an idea about what story the mechanics are based on. [/font][font="verdana"]Sorry for my English, I'm an Armenian guy living in Belgium. [/font][color="black"][font="verdana"]More information about the game mechanics, etc. will be down below. [/font][color="black"][font="verdana"]I'm trying to get people's opinion since I don't want to waste a year of my life developing something that noone will play. [/font][color="black"][font="verdana"]So if this sounds totally ridiculous, you should just tell me.[/font][color="black"][font="verdana"] This game is going to use the unreleased Stage3D APIs from Flash, using DirectX 9 for rendering on Windows machines and OpenGL 1.3 on Mac and Linux machines. The graphics on this game won't be anything special because I want this project to be completed in a year. I have a deadline until next summer. This will be a MMORPG game possibly in first person, and I need to write some network protocols for this before I can start the actual game development. When your first start the game, you will be able to choose from either starting in New York City, or in Moscow, both of wich are destroyed. The weather will be the only major difference between the cities, snow and rain in Moscow, sun and rain in New York. Again the game will not use very complicated graphics, but it will look good, I have an imagine in mind. Now the game mechanics are going to be a little hard te realize though, in the fantasy world that I'll create, money will have no value, what will have value is metals, all kinds of different metals, steel, aluminium, gold, adamantine,... Everyone gets a device called the MB Compressor when they start, what it does is, for example there is this pile of steel and it's pretty much useless. With the MB Compressor, you aim at that steel, and activate it, what it does is, it breaks the steel molecules down, compresses them and puts them in it's memory. You can then edit that steel on your MB Compressor because it will be some kind of hologramish computer, and you can mix different types of steel you collected, make building shapes with them, then decompress those metal particals into the model you chose in your MB Compressor. It's hard to explain but you will be able to make all kinds of big buildings, and link buildings together and so on, of course you'll need metal for this. The goal is to get as big and as strong buildings as possible. And AI will then live in those buildings, work for you, produce money, search for metals,... You will be the boss of those people. Here is how I'm going to do this (I think), there is the main New York City, wich is totally destroyed, your goal is to rebuild the city. You can do this by buying ground and then start building on that peace of ground, you can expand your ground but all this will cost you metals, probably gold. In the main city, noone will be able to build because that's static, but when buying ground you will have your own personal space called City Sections (for now), every account is limited to one City Section in either New York or Moscow. There you will build your part of the city. When creating a City Section, you will be asked to give it a name. When exiting the main static New York city, people can either go to their City Section or visit other City Sections, where they will only be able to look around and examine other buildings. From their own City Section, they can send attacks to other City Sections, for stealing their metals and resources. Every person who wishes to enable attacking other City Sections needs to disable their protection wich allows other people to attack that person aswell. There will be no levels, only wealth. After your city has x amount of ground, you can join in with other City Sections. For example, City Section X and City Section Y are part of City Territory X. When one has a City Section and another person has also one and both are compatible for starting a City Territory, the person who requests to start a City Territory gets to choose the name and be the leader. After that, OTHER PEOPLE, can request to join the City Territory. City Territories will be able to attack only other City Territories and not single City Section, all the earned goods after a succesfull attack will get shared in percentages that are based on wich individual City Section is bigger. So the goal of this game will be to be as big as possible. More content will be added after the first completed release, but this is all I'm going to work on for now. Of course there will not only be metals but also other materials such as glass,... This is a rough sketch of what it will be like. I need to complete these game mechanics first before any development can start. Also, this game will be completely free to play, my income will be generated with ads around the game. Not many, 3 or so. Another thing I forgot to mention is that the way you get metal is by collecting it in the main city from wreckage and by letting your habitants search for metal, you can "buy" people to come and live in your City Section with gold.[/font]
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