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Multiplayer Online Games #71
08/24/00 01:01
08/24/00 01:01

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I am looking at producing a multiplayer online game similar to Everquest. I want to prototype the game using 3d game studio. Does the full version of the 3d game studio support client server architecture? Has anybody attempted a similar project?

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Richard Barnes
Owner
Cold Mountain Computing


Re: Multiplayer Online Games #72
08/24/00 02:25
08/24/00 02:25
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Joined: Jul 2000
Posts: 11,321
Virginia, USA
Currently Ross Systems is doing this with a game called Unknown. You can find the link on the Conitec/3D Game Studio link page.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Multiplayer Online Games #73
08/24/00 03:08
08/24/00 03:08
Joined: Jul 2000
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Doug Offline
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Doug  Offline
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I get asked this question a lot. Lately it’s been the number question of perspective 3DGameStudio buyers.

Massively Multiplayer Persistent Online Role-Playing Games (or MMPORPG) like Everquest are a huge undertaking (much more complex then a simple “death match”) but they are very much the future of online gaming.

The Professional version of 3DGameStudio supports client/server based networking using the DirectPlay architecture. Using TCP you can set up a server on a single machine which stores and updates your game world. Clients can connect to this server and send it messages (movement updates, commands, etc). The server then updates the world and sends the updated information back to the clients.

I’m currently working on a multiplayer workshop (like the Flight Sim and Venture workshops that have already been released). In it I will cover the basics of multiplayer gaming with 3DGameStudio. Where you go from there is up to you.



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Re: Multiplayer Online Games #74
08/24/00 03:17
08/24/00 03:17

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I'm waiting for that workshop with much anticipation...

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In the immortal words of an art history major: "Do ya want fries with that?"

Spectre


Re: Multiplayer Online Games #75
08/24/00 03:31
08/24/00 03:31

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Hi,
however, it should be mentioned that using the current engine, this can become very complex, as the "standard" A4 multiplayer architecture is 1 Server/1Level, i.e. all players change levels (areas) at the same time (like, e.g., in Vampire). This is not very suitable for what you (and we) want to do (EQ-Style, multiple players/multiple areas). "Unknown" shows that it IS possible to work around that limitation, but how complex this is we will have to judge after Doug's workshop.

We currently work under the assumption that a lot of those questions will be answered by the A5, just in time when we reach that stage of development.

Regards,
scotchco

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DO YOU WANT TO CHANGE THE WORLD?
http://fogi.webloft.de
http://www.fogi.de (wenn's mal tut)


Re: Multiplayer Online Games #76
08/24/00 08:20
08/24/00 08:20

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The key word was "Prototype". I am interested in the fast production of "proof of concept" graphics, and combat engine. This will allow me to prove to the investors that this type of game is possible in a micro scale not in a macro scale like Everquest. Once the investors have approved the basic concept I am considering the Lithtec 2 engine for the final.

Richard Barnes
Owner
Cold Mountain Computing.


Re: Multiplayer Online Games #77
08/24/00 08:29
08/24/00 08:29

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Has there been any thought about handling mutiple zone/mutliple character architecture. It is apparent that most mutiplayer online games of this nature do not need a high end graphic system but will need to push lots of packets to the players. Everquest for example push upwards of 40 thousand players at a time (across multiple servers) IF you are using the DirectX direct play architecture what is the maximum characters you can support at a time in a single zone. Understanding this answer is based upon the hardware I need a rough idea what I can expect so I can plan the prototype more acuratly. Since I am funding the prototype out of my personal fund I want to be fairly close in my estimates.

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Richard Barnes
Owner
Cold Mountain Computing

[This message has been edited by Richard_Barnes (edited 24 August 2000).]


Re: Multiplayer Online Games #78
08/24/00 16:30
08/24/00 16:30

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Hi,
there was a post on that in an older article posted here by Kevin from Ross Systems, those who are doing the "Unknown" thingie. Unfortunately, with the recent forumcrash, it's no longer available. Maybe someone had saved it and can re-post it here?

With the A4, you should be able to support up to several hundred player entities - however, I think this would depend on architecture of your maps, network connectivity, and such...

About the Lithtech: When I look at the current Games done with that (e.g. Vampire) it seems to be a very "classical" BSP type engine. Do you REALLY think this is suiteable for what you want to do? If you get the money, have a look at the Vulpine, hehe.

Regards,
scotchco

------------------
DO YOU WANT TO CHANGE THE WORLD?
http://fogi.webloft.de
http://www.fogi.de (wenn's mal tut)


Re: Multiplayer Online Games #79
08/24/00 22:46
08/24/00 22:46

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The Vision engine from vulpine has been discused as well as the Lithtec, Quake III and the new engine form Ulimited Realitites (Unreal 2). It will booil down to less of price issue to more of a support issue. We are looking at buying an engine so that we do not have to encure teh cost of development time. BY having a strong support system this will help us to achieve the goal in the time frame needed. From what I am been told by teh board of directors the time frame will be 6 months from go ahead to completion of the first set of tools and beta server. EEEEPPPPPPP! <----- Panic Attack. So the choice will boil down to who will be willing to support us the strongest.

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Richard Barnes
Owner
Cold Mountain Computing


Re: Multiplayer Online Games #80
08/24/00 22:54
08/24/00 22:54

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Hehe,
then I suggest you give the $250.000 that an engine such as the Vulpine Costs you to Conitec, and you'll get the best support you could wish to have.

If you actually consider something like Q3 engine, you might have some uphill battle in front of you, considering the limited useability of such engines for that Project... I'd think one would select the engine based on the actual useability for a specific project, no?

Hmm, doesn't Turbine currently license out their Asherons Call engine? Use that, or as suggested put your money on Conitec's table and get a made-to-order engine...

Regards,
scotchco

------------------
DO YOU WANT TO CHANGE THE WORLD?
http://fogi.webloft.de
http://www.fogi.de (wenn's mal tut)


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