Earlier quoted context omitted.
It's easier to make a 2010-era MMO today than it was today. The problem is that "MMO" today now means a 2019-era MMO. Player expectations rise in sync with technology advances, faster even. So if you're targeting a AAA, tech-heavy genre like an MMO, it never gets easier.
I agree. I have a long time design of an MMO resting in my computer. It is a text-based game that runs presidential elections in a corrupt country in Latin America. There are 4 parties competing and the winner, of course, it the one whose candidate is finally elected. The biggest design problem it had was: how to implement massive voting, programmatic. So maybe today, the 2019-era as you mentioned, using AI somehow c…
The One Man MMO Project
71–80 of 119 posts
Re: The One Man MMO Project
#72Earlier quoted context omitted.
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
#73love 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/
edit: i spent many hours on genesis[0] and did my first lpc scripting (area building) there
Re: The One Man MMO Project
#74Earlier 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…
Re: The One Man MMO Project
#75Re: The One Man MMO Project
#76love 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…
docker run -it --rm -p 4000:4000 -p 4001:4001 -p 4002:4002 --rm -v $PWD:/usr/src/game evennia/evennia evennia start -l
docker run --name dreamland -p 8001:9001 -it dreamland/local
curl https://raw.githubusercontent.com/ClockworkSoul/dead-souls-d... > docker-compose.yaml
docker-compose up -d
Re: The One Man MMO Project
#77krunker io Is good example of one man building mmo game
The genius of that game cannot be overstated. Its ludicrously simple mechanics somehow resulted in emergent gameplay that was deeply affecting.
Re: The One Man MMO Project
#78love 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
#79One of the first: Community Garden.[1]
Re: The One Man MMO Project
#802001! http://www.rupy.se/raywalk/magequest.html (the graphics/sounds are "borrowed")
2011. http://aeonalpha.com (my neighbor made the music/sounds in exchange of a 960Ti for his Hackintosh)
Both use Java, the first one is a mix of Applet/Application that you can try by running this file:
http://www.rupy.se/raywalk/client.jar
The second is Application only so you download it here:
I'm working on my third OCMMO:
2021? http://ahoy.rupy.se