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Ever wanted to make an MMORPG?

Hello everyone. I am Thomas, and I am well versed multiple web programming languages. These include ActionScript (flash), PHP (#1 server-side scripting language), MySQL (used for databases), and a few others. I am currently considering making a no-download, flash MMORPG. I know that I am capable of programming this, as I have created RPGs and Multiplayer networked games in flash. The only thing is, I am not very artistic, nor do I have much experience with what the MMO masses want. If I were to do this, would anyone have interest in having a large influence or drawing images? I'm just wondering :)

P.S. If anyone wants to see the Multiplayer Checkers game I built (or a flash chat box), just ask.

On the net, no one knows that I'm a dog.

Comments

  • jhypsyshahjhypsyshah Member Posts: 65
    Originally posted by rabidwoof


    Hello everyone. I am Thomas, and I am well versed multiple web programming languages. These include ActionScript (flash), PHP (#1 server-side scripting language), MySQL (used for databases), and a few others. I am currently considering making a no-download, flash MMORPG. I know that I am capable of programming this, as I have created RPGs and Multiplayer networked games in flash. The only thing is, I am not very artistic, nor do I have much experience with what the MMO masses want. If I were to do this, would anyone have interest in having a large influence or drawing images? I'm just wondering :)
    P.S. If anyone wants to see the Multiplayer Checkers game I built (or a flash chat box), just ask.

    I have the flash open now..watcha got in mind?

  • akiira69akiira69 Member UncommonPosts: 615

    You will also need Java(not JavaScript But actual Sun Microsystems Java) that is if you plan on making it so you play from a webbrowser. That is how FusionFall and Runescape are made

    "Possibly we humans can exist without actually having to fight. But many of us have chosen to fight. For what reason? To protect something? Protect what? Ourselves? The future? If we kill people to protect ourselves and this future, then what sort of future is it, and what will we have become? There is no future for those who have died. And what of those who did the killing? Is happiness to be found in a future that is grasped with blood stained hands? Is that the truth?"

  • rabidwoofrabidwoof Member Posts: 30

    Actually, you don't need Java to make a Flash MMORPG. Flash has a built in class called the XMLSocket, and when combined with a PHP socket server, you can make multiplayer flash games. I will post a link soon.

    On the net, no one knows that I'm a dog.

  • CaesarsGhostCaesarsGhost Member, Newbie CommonPosts: 2,136

    I recently was linked to this to help with server layers: http://www.smartfoxserver.com/

    I haven't used it myself, but apparently it's a viable way to run a server for MMOs.

    - CaesarsGhost

    Lead Gameplay and Gameworld Designer for a yet unnamed MMO Title.
    "When people tell me designing a game is easy, I try to get them to design a board game. Most people don't last 5 minutes, the rest rarely last more then a day. The final few realize it's neither fun nor easy."

  • bobfishbobfish Member UncommonPosts: 1,679

    Recommend you start by making a couple of casual games before launching yourself into a full MMO. The casual games would not only give you a source of revenue but also be a good testing ground for ideas that can be used in the full MMO.

    Take these things into account when working on the game design.

    Competitive - The majority of online gamers have some sense of competitive nature to their playing stayle, whether this is direct competition (PvP / 1st to kill or get item) or indirect competition (scoreboards, time trials), it is a good way to encourage people to keep playing something.

    Co-operative - Whilst many like to solo in MMOs, few actually like to play alone, if you don't have content that supports teamwork, at least provide the communication channels to allow people to talk with each whilst they do their own thing.

    Achievement - Biggest growth area across the whole of the gaming industry is gamer achievements. Whether it is XBox Live, Tome / Lorebook unlocks or simply just levels and new skills, you need to provide achievements in your games. Goals and targets for your players to attain and to attain regularly. Some incredibly hard ones are also good for keeping the hardcore players playing long after they've become bored with the game, because they must have 100% of achievements.

    Fun - This is usually missing from most games these days, but every little thing you do in a  game should be either fun or satisfying.

    Good luck, its not an easy industry to get into and you're looking to leap right in at the deep end.

  • IhmoteppIhmotepp Member Posts: 14,495

    Info on 2d and 3d MMORPG development, programming, web development, art assets, servers, music, game design, game engines, at MMORPG Maker.

    Some people that actually have experience working on commercial MMORPGs, or making their own indie MMORPGs that can give you advice as well.

     

     

    image

  • CzzarreCzzarre Member, Newbie CommonPosts: 3,742

    The problem is that most everyone wants to make 'their' MMO, but not a lot of people have the skills to do so. It is very very hard to make one (although there is a kit that you can make a 2D MMO from, I believe).

    MOst people on the forums would want to be 'concept guys' ..which are a dime a dozen ..and noone agrees what makes the 'perfect' mmo.

  • bobfishbobfish Member UncommonPosts: 1,679
    Originally posted by Czzarre


    The problem is that most everyone wants to make 'their' MMO, but not a lot of people have the skills to do so. It is very very hard to make one (although there is a kit that you can make a 2D MMO from, I believe).
    MOst people on the forums would want to be 'concept guys' ..which are a dime a dozen ..and noone agrees what makes the 'perfect' mmo.



     

    That is so true, my company has over a dozen MMO designs knocking around at the moment and we don't even make MMOs.

  • rabidwoofrabidwoof Member Posts: 30


    Originally posted by bobfish
    Recommend you start by making a couple of casual games before launching yourself into a full MMO. The casual games would not only give you a source of revenue but also be a good testing ground for ideas that can be used in the full MMO.
    Take these things into account when working on the game design.
    Competitive - The majority of online gamers have some sense of competitive nature to their playing stayle, whether this is direct competition (PvP / 1st to kill or get item) or indirect competition (scoreboards, time trials), it is a good way to encourage people to keep playing something.
    Co-operative - Whilst many like to solo in MMOs, few actually like to play alone, if you don't have content that supports teamwork, at least provide the communication channels to allow people to talk with each whilst they do their own thing.
    Achievement - Biggest growth area across the whole of the gaming industry is gamer achievements. Whether it is XBox Live, Tome / Lorebook unlocks or simply just levels and new skills, you need to provide achievements in your games. Goals and targets for your players to attain and to attain regularly. Some incredibly hard ones are also good for keeping the hardcore players playing long after they've become bored with the game, because they must have 100% of achievements.
    Fun - This is usually missing from most games these days, but every little thing you do in a  game should be either fun or satisfying.
    Good luck, its not an easy industry to get into and you're looking to leap right in at the deep end.

    Although I agree with your logic, I would like to show you a casual networked game I made in flash:

    http://www.mpog.info/draughts.swf

    Granted, it can't currently detect a player who left the game (I could easily add that, though). I would recommend turning off your sound before playing it (as most people dislike my bad taste in background music).

    On the net, no one knows that I'm a dog.

  • Aesdyn2Aesdyn2 Member UncommonPosts: 25



    Well making an MMO has been tough, I enjoy it - the amount of learning involved is tremdenous.



    I'm going to create a website soon and start doing weekly builds - it will start off simple, with a WorldServer.exe and TestClient.exe, which will basically at first only act as a glorified 3D chat program :-)



    I'm cleaning up a seperate engine I worked on, and want to test peices at a time to get some solid base going.

    John

     

  • IhmoteppIhmotepp Member Posts: 14,495

    Just rob a bank (actually a few banks) and buy the Hero Engine.

    http://www.heroengine.com/

    Be sure to save some money for hiring 3d artists and model makers in China for some reasonably priced art assests.

    image

  • Aesdyn2Aesdyn2 Member UncommonPosts: 25
    Originally posted by Ihmotepp


    Just rob a bank (actually a few banks) and buy the Hero Engine.
    http://www.heroengine.com/
    Be sure to save some money for hiring 3d artists and model makers in China for some reasonably priced art assests.



     

    LOL - fine, I guess you leave me with only one choice!!



    While I save up for the Hero Engine, I'll have to continue to work on my own, I find it fun.

    Of course not everyone would agree, I think creating a graphics engine is one of the most complicated projects one can take on, I was happy when I got my first spinning triangle, so it really depends upon one's expectations.

    I'm currently working on my UI system, I really want that to be customizable using XML and be stable and have good fonts before moving further, I've managed to rip out a lot of my code from the old engine and place it into the new one.

    Since I already built the Network code for the chat system, it will be easier to create the Two exe's I mentioned, I will go through as many iterations of development until I get those things solid.

    I think many people would be happy with a world that was functional and growing - there's a lot of cool shader effects I am planning on working on once the base is solid.

    I expect to spend years on my off time working on this, and it really pushes the Math skill development :)

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