Author Topic: MMorpg project  (Read 1267 times)

Ayrin Greenflag

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MMorpg project
« on: 25 November 2015, 12:54:44 »
Hello everybody, this is a strange request but maybe someone can be interested, i'm trying to make a mmorpg using playcanvas, i will use as base the models that i did some year ago for glest, but the actual challenge is the code, is anyone with decent javascript knowledge interested to help develop this project? If so u can contact me ayrin.g@lostinn.com or ask for more details.
You can see a scratch of the look here also if it's just a walking around for now http://playcanv.as/p/rjC13fWv

Omega

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Re: MMorpg project
« Reply #1 on: 4 December 2015, 23:59:55 »
To be entirely blunt, I'd be cautious about pursuing this idea. People wanting to develop MMOs are usually treated as a joke among programmers because of the severe amount of work that an MMO requires. Games alone are a lot of work, but MMOs are far, far worse due to the multiplayer aspect, dealing with scaling, and preventing cheating.

Your code does not work, so I cannot say if you're at the stage where you can realistically do an MMO. Have you created a single player game first? That's a good way to test skill. Art is the easy part; code is where all the work is (well, it's not truly easy, but you can get away with crappy art, but crappy code won't work at all).

Your platform raises some questions. The client side is entirely doable in JS, but the server side is far iffier. And you need a server side. I mean, in theory, you could use WebRTC to create an entirely P2P MMO. You'd still need a signalling channel, but in theory, you could get rid of that by swapping all the necessary signalling information (offer, answer, ICE candidates) over a medium like email, IRC, etc. I guess you can tell that I've been using WebRTC a lot lately. But that's not scaleable, anyway, so a central server is a necessity for any serious game. And this central server has to do a LOT of work. The only effective way to stop cheating is to have the server (under your control) do most of the work, with clients mostly being treated as mostly just GUIs. So the server needs optimal performance, for which JS is a poor choice.

Not trying to discourage you from doing fun programming side projects, but if you don't know what you're doing (and honestly, this is one of those "if you have to ask such vague questions, you're not ready" cases), things will rarely work out. So you may end up wasting your time that could be better put towards, say, making a single player game or some other form of stepping stone. As a skill testing trial, I would expect that you'd be able to make at least a single player game and something like a multi-player chess game (etc) where the server does all the work before you try an MMO.

For a more comical approach to my point see this thread about someone trying to make a 100% dragon MMO.
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My personal projects: http://github.com/KatrinaHoffert

Ayrin Greenflag

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Re: MMorpg project
« Reply #2 on: 5 December 2015, 14:27:22 »
Hello Omega,
i know this problem very well, i have worked for about 7 yrs develpoing the mmorpg on php, you can see it at www.lostinn.com/kallen, (some function does not work coz i was updating it and not deployed final version), now i would like to continue the developing adding 3d graphic, the main problem is the interaction php/javascript(playcanvas). In the years i have developed the php version i have been contacted by many ppl wanting to help...but in the end they just wanted me to develop it faster without helping at all.
I know i need a server side and a client side, unluckly most of the mysql servers prevent remote access, so i was thinking of 2 solutions, use the php/mysql server as base and javascript in remote, or transfer all the mysql archive on my own pc using it as server (at office is always turned on).
Your suggestion to work on a single player game is also nice something like baldurs gate or diablo in single player.
The code works, but just on edge or IE, i am learning how to modify it to get it work on firefox.
I have already thought of giving up if i will not able to find some coder to help me coz the work will be too long, but i'm stubborn enough to know that i will never give up also if i say that lol
My previsions are that a lone man work will last around 2 yrs before reach a playable scratch version, in the same amount of time 3 ppl will reach almost the complete version and start to work on the shop to sell sets of armors or special items.
As you can see i already faced all the hardship you was talking about and know that my project can go nowhere if it's just me. But i'm a dreamer ;)

 

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