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The One Man MMO Project

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Re: The One Man MMO Project

#61

Earlier quoted context omitted.

Multiplexed sockets. Dead reckoning.

I remember a lot of dead reckoning happening in the old Runescape, once upon a time. Many moments of your player running in a direction then getting rubber-banded back because they got interrupted or something.

What actually happens in Runescape is that certain animations override the running animation. When the animation then ends, the game compensates by making your character move much faster than usual, which can look like zipping all over the place. This is all client side of course; server side your character moves as normal.

Extreme example of someone using this in PVP: https://www.youtube.com/watch?v=kIFWSMW6Lzo

Re: The One Man MMO Project

#63

I remember ages ago it was common to see the advice "don't try to create your own MMO" as they were one of the most complex game dev projects you could do. Are MMOs any easier to make now given the libraries and cloud services that exist today?

They're definitely easier now. Msot of the "don't try to create your own MMO" advice comes from mid 2000s. People were amazed by the concept of games like World of Warcraft (and the $$ they brought), so they wanted to make their own WoW without being aware of how complex such games are. And this was in times before Unity and other game engines.

It's easier to create a game like this. There are even MMO middlewares available. Still, when people say MMO, you can never tell whether they just mean a persistent online world, or literally a world that can fit thousands of players in it at the same time.

Re: The One Man MMO Project

#64
An interesting story about a one man MMO project (well, he enlisted help of his wife along the way), is the postmortem for Eternal Lands. It was a popular read on now defunct Devmaster.net website.

It's available through Web Archive here: https://web.archive.org/web/20110303214710/http://www.devmas...

It's an interesting throwback to the era before common availability of production-grade game engines like Unreal or Unity, back when everyone worked on their own Direct3D/OpenGL engine.

Re: The One Man MMO Project

#65
post #24

Looks awesome! I actually created a MMO prototype before, just by myself. A lot of people told me not it's impossible to do, but it was actually fairly easy. I used Babylon.js for the 3D game/controls, and I imported free 3D assets from various asset stores for the content. The backend was a simple socket server written in Node.js with socket.io connected to the web frontend via JS using the standard WebSockets API.…

content is almost always the bottleneck in any form of gamedev

that's why I find self-limiting forms of gamedev more interesting than AAA games.

I'd rather play a half-finished roguelike, gamejam games e.g. itch.io or Ludum Dare , indie games, concept games.

You feel the creativity more.

I don't care for a scripted piece of entertainment.

I want to explore different game mechanics and explore ways of interacting.

AAA games almost never give you that.

Re: The One Man MMO Project

#66

love it! i spent YEARS playing and coding for MUDs and ran a few games as a solo admin/coder. imo it is so very satisfying to watch the global chat channels after a new feature/area/weapon/mob gets rolled out...and what the community thinks of it. i can recall more than one occasion where a well planned quest resulted in interesting dynamics after players started interacting with it. an example; one quest would add a…

"...damn...its hard not to want to start another MUD..."

Or you could just play the best MUD there ever was, and still is.

http://www.realmsofdespair.com/

Re: The One Man MMO Project

#67

Earlier quoted context omitted.

Even teams with hundreds of developers aren't able to put out enough content to keep players satisfied without resorting to artificial limits. Maybe it's a problem with how these games and the tools are designed, but I've always believed something like EVE or Second Life is the only real viable paradigm for MMOs. Give players the tools to build their own experience. I recently had some time off and ended up burning t…

It's true, and it's why so many MMO's find themselves leaning into adding that grind to leveling, or a repetition in the end-game loop. The days of every developer taking a crack at creating a 'WOW killer' (and all of them failing) have thankfully past, I'm sure there are a bunch of traditional MMO's that are still trucking along nicely (Final Fantasy 15, Black Desert Online, the new Maple Story) but that sort of Que…

I find Lord of the Rings Online to have some of the best story driven questing. The story line is interesting, the quests are fairly varied and the 'ohh...' factor when you walk into well known places like Moria is awesome!

Re: The One Man MMO Project

#68

A number of years ago I completed an MMO project by myself (art, programming, marketing, etc). It was fun! Real-time server was in Python Twisted, lots of Cython to speed up the deepest parts of the game loop. Django for the main website. The client was Flash (this was back in 2013, when it was still kinda a thing), which meant anyone could jump in really quickly, but technically that was challenging for a real-time…

Even teams with hundreds of developers aren't able to put out enough content to keep players satisfied without resorting to artificial limits. Maybe it's a problem with how these games and the tools are designed, but I've always believed something like EVE or Second Life is the only real viable paradigm for MMOs. Give players the tools to build their own experience. I recently had some time off and ended up burning t…

Older MMOs still have a ton of stuff to do, outside of grinding - EverQuest 2 and Lord of the Rings online are two I can always find something to do in..

I think a large part of the problem can be solved by adding more 'sub-systems' - housing, fishing, cosmetics, titles/deeds, playable instruments, farming, whatever...

Seems like newer games just want to focus on combat and gear progression, which has people burning thru content.

Re: The One Man MMO Project

#69

love it! i spent YEARS playing and coding for MUDs and ran a few games as a solo admin/coder. imo it is so very satisfying to watch the global chat channels after a new feature/area/weapon/mob gets rolled out...and what the community thinks of it. i can recall more than one occasion where a well planned quest resulted in interesting dynamics after players started interacting with it. an example; one quest would add a…

Any suggestions on protecting credential transfer in a MUD? I have been wanting to build one but honestly I'm used to the convenience of HTTPS and the passing of credentials over a socket is preventing me from starting.

Make a small api in whatever language for the login in https and return a token or something.
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