I am approaching college and, being the obsessive-impulsive person that I am, I had an interesting idea. What if I took my little multiplayer engine and turned it into a P2P, PVP/instanced mmorpg?
That is, I would expand the game structure to keep a persistent record of your vehicle's stats and weapons; enable more than two people on a server, and add a persistent gameworld. To circumvent the possible slowdowns due to AIs, I would limit combat to two forms:* PVP (player versus player) would be available at any time.* PVE (player versus enemy, or player versus AI) would only be available in special, one-player "instanced" areas. That would mean the program wouldn't have to keep track of every AI enemy's position etc.; but instead, people could go off to gain score (money) alone after being killed in PVP.I think this would solve some of the main problems with GM mmorpgs, including networking. If it's a peer-to-peer mmo - that is, every client gets player data from a persistent database located on all clients, and no computer is acting as a server - this could work.Questions? Comments? Want to help?If I get enough support for this, you may see it sometime early next year. I should then have about five years to develop it - from then until I graduate and get a real job.
sounds pretty interesting. Id like to see it when its developed =D
Plz shut up.
Are you speaking to me, chiken? If so, please tell me why you have that opinion. You'll find I don't listen to one-sentence rude comments. If you want me to pay attention, at least do me the favor of saying it right.
Please shut up?
Eh… A MMORPG built that way should NEVER be made.. :/
MMORPG? Yay! Can we make one? Because we know what we're doing? Not P2P, because on one computer, a bullet could hit one of the players, and at the same time no damage is taken by the player on a different computer. That's what screws it all up. Make a real MMO. I've had an idea buried inside me for two years, want to make it?
…I know what I'm doing.
Yes, P2P. I have made the multiplayer framework for this idea. It works. It's been tested. End of story.(If you want a more detailed explanation, the act of firing modifies a database value on all computers, which the controller then interprets to create a duplicate weapon object at the same spot etc. on their computer. Each weapon object then handles its own motion/collision detection. No fuss, no muss. In addition, as each player object is handled only on its own computer, the damage representation will be universally accurate.)As for "the way they should never be made"… I personally do not want a "spawn-camp fest" MMO. If you want one, go play WoW or runescape.Ever heard of something called Guild Wars? You know… instancing, small parties, pvp-focused, 2 million users… yeah. That.
1% of Guild Wars players are spawn campers. xD