Odd that http://theimperialrealm.com/index.html and http://theimperialrealm.com are two different destinations. The former is the home page which contains an intro video and more information about the game itself, while the latter is the blog. He has two index files; index.html and index.php. The server sends index.php by default, which is where the blog is.
The One Man MMO Project
111–119 of 119 posts
Re: The One Man MMO Project
#112This is very cool. In the same vein, I recommend Project Gorgon from Eric Heimburg and Sandra Powers -- a two person MMO, but still pretty cool. Check it out here: https://projectgorgon.com
Re: The One Man MMO Project
#113I really admire the determination of the One Man. Scrolling to the oldest updates reveals that his has been a passion since at least 2010. What a mark of constitution and fortitude to keep this passion burning. It is remarkable what his 2010 self knew and what his 2019 has learned in those years. This is his opus. Keep up the good fight!
Especially all the dev log updates with zero comments. It takes a strong will to keep pushing in the face of perceived apathy!
Re: The One Man MMO Project
#114Earlier quoted context omitted.
i did a good amount of work on merc/rom based games...but it was lpmud that i really got into!
An LPMud was my jams as well. I actually had reason to go back to DGD and it's technically a really interesting project. Embedded text editor (a modified version of ed), live code reloading, JIT compilation to a VM byte code, translating data automatically between old objects and their new freshly compiled code...
Re: The One Man MMO Project
#115love 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…
On the topic of MUDs. There's a 1 man developer who wrote not only his own MUD but tools to create and find MUDs to play[0]. It's all written in Elixir and open source[1]. He's given a couple of talks[2] about it and does some living code on Twitch. I have no affiliation with the author but I did watch some of his talks just for fun. [0]: https://grapevine.haus [1]: https://exventure.org/ [2]: https://youtu.be/Ef_fG5…
Re: The One Man MMO Project
#116love 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…
On the topic of MUDs. There's a 1 man developer who wrote not only his own MUD but tools to create and find MUDs to play[0]. It's all written in Elixir and open source[1]. He's given a couple of talks[2] about it and does some living code on Twitch. I have no affiliation with the author but I did watch some of his talks just for fun. [0]: https://grapevine.haus [1]: https://exventure.org/ [2]: https://youtu.be/Ef_fG5…
I always felt that a MUD would be a fantastic design approach for a graphical MMO. Specifically, start by creating a text (MUD) version of your world and the basic interactions, and only when you've created a compelling story and experience with words do you translate that into visuals.
It also would be pretty intriguing to create a MUD that could work in multiple media: text, 2d graphics (think point and click adventure), and perhaps 3d graphics. Theoretically it would be doable. A pretty interesting advantage would be that an MMO with a text option would really open it up from the perspective of accessibility.
Re: The One Man MMO Project
#117Earlier quoted context omitted.
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…
The thing is: people want to play but most will not like all your sub-systems. Many will just play one or two of the different game modes, and now you have to create new contents for players IN ALL THE DIFFERENT PARTS OF THE GAME! If people want more PVE combat, I think the solution will probably comes from automatic creation of new content. With the advance of AI, we'll come there eventually, but don't hold your bre…
Re: The One Man MMO Project
#118Earlier quoted context omitted.
I played LOTR Online when it first came out! I think the only MMO I've paid for. Sadly, I don't think I was as much as fan of it as you were, I bounced off it by lv25. Probably much has been added in the last 10+ years though!
I have just started playing LOTR Online a few days ago after getting completely burnt out in WoW, and I'm finding it to be much more fun than I was expecting. The game engine is a bit less slick than WoWs, as it clearly has not been as updated as often as WoWs has been, but the environments and heavy story based questing more than make up for it.
Re: The One Man MMO Project
#119This is very cool. In the same vein, I recommend Project Gorgon from Eric Heimburg and Sandra Powers -- a two person MMO, but still pretty cool. Check it out here: https://projectgorgon.com
Their game is cool, but their old blog had a lot of great stuff on it, although it's now only available from the wayback machine. https://web.archive.org/web/20160311212030/http://www.elderg...