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Re: what is needed to build your own mmorpg ? [Re: fastlane69] #205506
05/06/08 21:15
05/06/08 21:15
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
Serious User
MMike  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,710
the way GS handles.. im using plugin, but i think everything you say is correct, i will take attention.

But the only bandwidth will be the angles and position, just that, there is no animation, just some effects that are local created, based on code tags send by vars.

I will howveer code basic things, like local ship movemtent, panels, effects, and etc.. then the Mplayer part will be take in attention..

Since i'm thinking to do a multyplayer and single player MODE.

Re: what is needed to build your own mmorpg ? [Re: MMike] #205917
05/09/08 15:22
05/09/08 15:22
Joined: Jan 2006
Posts: 59
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WolfCoder Offline
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WolfCoder  Offline
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Joined: Jan 2006
Posts: 59
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I would have written my own entirely different protocol for an MMORPG. It was an idea for a tactical online RPG where everyone would take turns on a map (they had a limited time to decide what to do to prevent people from going AFK and the other team sitting there waiting forever for them).

It was all turn based and the only thing I wanted to download was data regarding where everyone was including any monster NPCs. True there is much going on, such as everyone, every battle instance, and all the locations in the world map, but my desktop could do it for thousands upon thousands of players, it's getting something that has the bandwidth to transfer all that data.

Knowing it would be hard to get anywhere near a good server, my turn-based system was great. The only thing being constantly transferred to the server was a little blip to let the server know a client is still alive.

Thinking of MMORPGs in general and the way they're designed, I wouldn't even touch the built-in 3DGS mutliplayer system since it's better for small sessions of players.

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