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.
WoW+RS> GWx2
pretty muchMageknight: As opposed to 50% of WoW players?
Hobomonkeyc: I am a devoted advocate of _subscription-free_, fun-for-all MMOs. So I don't really care for WoW etc., thank you.I really have no idea what you mean when you say runescape is spawn-camp fest
Here's an example: You'll see a bunch of players sitting on the cowfield, killing cows whenever they appear.
Yea runescape is so shitty jesus i fucking just hack and cheat at that shit. (I actually dont, but I make cheats). I play WoW, but its really boring
Proof of Concept: The pre-generated world + minimap + the ingame graphics.
Coolness, work on Blending them together and you got some nice graphics.