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I would like to know where I can find information, or code to be able to start an mmorp.What code are they normally written in? C++? I know there are a few Java based games, anyadvantages/disadvantages?
Slow down, just what are you planning on coding? The server? The graphics engine? The AI? If I were you, I'd skip doing a whole graphics engine and just pick something off of Sourceforge. I'm currently experimenting with plugging different graphics engines into custom servers. The project I'm on now involves hooking up a Quake 3 mod to a dedicated server that parses client messages into MySQL commands. It's slow going since I have to gut much of Quake 3's client side netcode.
As a computer science major, I'm sure you already know how vast a field AI is. You're pretty much on your own on that one. Ditto with serverside processing and databases. Although you might gain some insight into what you're trying to achieve by STUDYING some open-source server emulators. The Lineage 2 emu is good if you're a Java guru, while just about every other emu is done in C++. Although I think that there is one emu that was written entirely in Python, but don't quote me on that.
As for tools, I believe that there's a free version of Microsoft Visual C++ out now. I personally use Code::Blocks although I originally used Dev C++.
and that's all you'll need for the programming side. The real problem is content creation. For making content you'll want to have a small army of artists ( don't worry, they aren't that hard to find) and the following tools...
Blender this is really hard to get used to if you're used to modellers like Maya and 3D Studio Max. It's open source and just as powerful as any comercial modeller so you might as well save some cash and use this.
Paint Shop Pro not as nice as photoshop, but definately priced more realistically. Don't forget to buy a Watcom graphics tablet while you're at it.
QuArk I really can't recommend this enough. If you plan on making any BSP data, this is about as easy as it gets. A lot of people use GTK Radiant, but I don't have much luck with any program that includes the letters G T K....
Finally, you should probably shop around for some sound effects CDs. Sound Dogs is a good start.
You said that you were an experienced MUD player and I think that would probably be the best place for you to start. Build and host a MUD before you even THINK about doing an MMORPG. The whole process kinda loses it's charm after you have to put up with irrate players and inscrutible bugs, crashes and DOS attacks. Running a MUD (or MMORPG) is a totally thankless job, and you're very likely to be spit on and hated for all your work. Not trying to put you off, just thought you might like to know before you commit to this....
Originally posted by DomoclusAre this and similar posts even for real? I don't want to sound rude,but where are you from, people? Moon? The best way to start working ona MMROPG alone without any knowledge and experience is by buying aclue. So there, buy a clue, then come back here for an advice
Yeah man. Go to any MMORPG forum or any video game forum for that matter and you will see hundreds of posts like these.
Mostly they are kids who don't know any better though.
OwynCommander, Defenders of Orderhttp://www.defendersoforder.com
<sigh> People have been talking about how impossible it is for one person to break into the gaming biz since the early 80's. Probably longer if you consider that the first computer games required an arcane knowledge of assembly and computer hardware that was difficult to find and expensive to purchase.
Then there are those of us who DO NOT WANT TO GO PROFESSIONAL, but make games as a hobby. Some of the best games I've played recently were freeware, open-source projects with teams of 10 or less. In fact, most mod developement teams are comprised of about 10 to 15 people.
You wanna know why there are 50 to 100 people working 16 hour days, 7 days a week for five years straight? Most of those people are artist, level designers, and scripters. Only a small portion of these team's members touch the actual game engine code. Often times, because the project is using a third party engine. And actually, you can make a game in about a year with a 20 man team and a finished engine. Doom 3, Half-Life 2 and Unreal Tournament 2007 all took so long because they decided to make a new game engine from scratch. Most games don't do this. Especially console games that only make whole new game engines at the launch of the next generation of systems. After that, they incrementally tweak the engine between projects.
Alas, I don't like the idea of being chained to my work station for five years straight in order to produce something that most people will breeze through in two weeks, if that. Not to mention the fact that the games depriciate quickly. You have a three month shelf life and then it's time for retailers to make room for new stuff. When you look at it from that perspective, it's hard to justify making games for a living.
Back on subject. Make and host a MUD before you go any further. If you haven't made any games yet, make some. Start with simple stuff like Breakout and Space Invaders and slowly work your way up to a platform game or something along the lines of the original Zelda. You should also try to do a networked version of Pong. Believe me, you'll learn more about net programming by making internet Pong in C++ than a thousand network programming books could ever teach you. You might also try your hand at a Rogue-like game to get a feel for how RPGs operate under the hood. Once you have a good grasp of client / server networking and realtime programming, you should be able to make a client from any number of game engines and a dedicated server capable of hosting about 200 users on it's own.
You don't have to make games for profit. You don't have to have the resources of "El Heffe" to make games. You DO need programming experience and a few friends to work with you on the project. Some people can't seem to wrap their brains around the concept of making games out of a love of gaming rather than a need for profit. Most MUDs are operated out of the garage for free and MMORPGs are basically just MUDs on the server side. You can make an MMO. But don't expect it to be as polished as World of Warcraft.
Concentrate on gameplay. It's really all you have here...