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Anus MMO

Name: Anonymous 2012-10-14 1:09

I want to make an open world MMO but i have no clue how to piece things together.


I can easily make a simple multi-user tcp or udp server.
I can easily make use a database through a programming language.
I can do simple shit like update objects, AI, etc.

But how do i piece it all together?

Do i have 1 thread dedicated to updating the world as a whole? 1 thread dedicated to handling every single network connection, parsing input data and sending back output data retrieve through database queries if possible?

Name: Anonymous 2012-10-14 1:17

Stop creating threads about your festering anus, der Jude--yes, that's right, I know you're anus poster.

Name: Anonymous 2012-10-14 1:18

>>2
but anonymous-kun, this is /anus/

Name: Anonymous 2012-10-14 2:20

>>3
if you are the person that is spamming the kill yourself message, could you please stop? And spam something more uplifting? Thanks.

Name: >>4 2012-10-14 2:47

Thank you <3 desu~~

Name: Anonymous 2012-10-14 3:04

>>4
Nope, not me

Name: Anonymous 2012-10-14 3:12

I'm Jewish

Name: Anonymous 2012-10-14 4:04

sorry >>6-san. Thank you spammer-san.

Name: Anonymous 2012-10-14 8:45

I agree with >>4 , don't be that guy.

Name: Anonymous 2012-10-14 11:30

1 thread dedicated to handling every single network connection
If you can make all those things ``so easily'', why the fuck are you asking that?

Name: Anonymous 2012-10-14 12:37

>>10
Because there's several different ways one could set this up and i'm asking what would be the best

Name: Anonymous 2012-10-14 12:43

>>11
One thread for each user

Name: Anonymous 2012-10-14 12:47

>>12
What will it scale?

Name: Anonymous 2012-10-14 12:51

>>13
You'll have 10 players, scaling won't matter.

Name: Anonymous 2012-10-14 13:03

simple shit like ... AI
IHBT

Name: Anonymous 2012-10-14 14:32

>>15
MMORPG ``AI'' isn't AI at all.
Every MMORPG monster ``AI'' ever:
Is the player a lower level than the monster?
If so, attack the player. If they move, follow them in a straight path (unless it's blocked).
If the player isn't a lower level than the monster, only attack if attacked.
The only exception would be boss/raid monsters, which attack everything.
When there are multiple players attacking a single monster, the monster attacks whatever player is doing the most damage to it.

There you go. MMORPG ``AI'' in a nutshell.

Name: Anonymous 2012-10-14 14:37

>>16
That was a good explanation of MMORPG ``AI'', but was it Abelson good?


I don't think so.

Name: Anonymous 2012-10-14 15:14

>>16
Right. Pathfinding isn't an issue. "Attack" doesn't involve having to pick the lowest cost, highest gain action from cast/melee/move/heal/flee/whatever, without being too good. Friendly characters don't exist. Spawning characters as efficiently as possible isn't an issue either.
Right.

Name: Anonymous 2012-10-14 15:33

>>18
You don't even need Pathfinding, OP never specified how good the AI was to be. Not to mention implementing simple pathfinding isn't a hard task given you limit its viewrange.


Determining what skill to use is just a numbers game and friendly characters don't exist in all MMOs and those that do have them sometimes don't even have them move.
You just talk to them.

Spawning characters can be simply done with simple spawn points as a simple implementation and if you want random spawns you just have to come up with a decent algorithm to spawn monsters without crowding one area over the other

Name: Anonymous 2012-10-14 15:38

>>19
Isn't most of CS `just a numbers game'?

Name: Anonymous 2012-10-14 15:48

If you really want to have your own MMO without having to do much programming, you could just host a Stendhal server:
http://arianne.sourceforge.net/game/stendhal.html

Or even if you don't like Stendhal and want to create your own MMO from scratch, you could at least look at Stendhal's source code for inspiration.

Name: Anonymous 2012-10-14 16:06

>>21
You could meet over 250 NPCs, many will give you tasks and quests for valuable experience, shiny gold, but mainly a warm fuzzy feeling.

OVER 250 NPCS


You should do what >>21-san said though and look over the source code of existing MMO engines to get an idea of how to go about it.

Name: Anonymous 2012-10-14 16:09

SLACKWARESUPREMACY SLACKWARESUPREMACY SLACKWARESUPREMACY SLACKWARESUPREMACY

Name: Anonymous 2012-10-14 16:15

>>21
Java server

absolutely disgusting

Name: Anonymous 2012-10-14 16:54

>>24
What's so bad about a java MMO?
The single client works on all platforms which support Java.
Windows: double click client.jar
Unix: cd to the game dir and java -jar client.jar

it just werks

Name: Anonymous 2012-10-14 17:33

>>25
The server is in Java as well

Name: Anonymous 2012-10-14 17:37

>>23
fuck man i really missed you

where's the flandre spammer

Name: Anonymous 2012-10-14 18:00

>>21
Gross. It has that cheap Java look to it.

Name: Anonymous 2012-10-14 19:13

>>28
It's a game developed by like two people in their spare time as a hobby. They have day jobs, so this is just a side project. Also, they're programmers, not artists. So what do you expect?

Let's see you do better.

Name: Anonymous 2012-10-14 19:34

>>29
I think he means ``that Swing default appearance look''.

You can't do shit about that.

Name: Anonymous 2012-10-14 19:44

THIS THREAD HAS BEEN REDACTED ON ORDER OF THE JIDF

Name: Anonymous 2012-10-14 19:45

THIS THREAD HAS BEEN REDACTED ON ORDER OF THE JIDF

Don't change these.
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