Massively multiplayer online game.

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-1
votes
1answer
130 views

How are dependant quests generated in Guild Wars 2? [closed]

I recently read that Guild Wars 2 uses a system where the creation of quests depends on which actions user took when they were presented another quest. An example was: There might be a quest to ...
1
vote
1answer
345 views

Client-Server MMOG & data structures sync when joining / playing

After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, ...
1
vote
3answers
479 views

OOP implementation of BUFFS and Stats. Suggestion

I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a ...
2
votes
3answers
1k views

MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects ...
1
vote
5answers
1k views

multi-thread in mmorpg server

For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At ...
-5
votes
1answer
108 views

MMO market (subscribe model, not play for free) [closed]

What mmo games do you know (play) with WoW-like monetization-subscribing (not play 4 free)? And how many active gamers playing them and what cost of each of them? Thank you!
2
votes
3answers
268 views

How to store and update data table on client side (iOS MMO)

Currently I'm developing an iOS MMO game with cocos2d-x. The game depends on many data tables (Excel file) given by the designers. These tables contain data like how much gold/crystal will be cost ...
33
votes
14answers
3k views

MMORPG design for time-limited players

I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are ...
24
votes
7answers
2k views

Does an inventory limit in an MMORPG make sense?

I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of ...
5
votes
1answer
526 views

MMO Data Persistence Question

I wanted to ask a question regarding data persistence strategies for an MMO. I have some experience in the games industry with social synchronous games. At Zynga, we stored static proto data in XML ...
0
votes
1answer
235 views

Preventing item duplication?

For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a ...
1
vote
1answer
350 views

3D space game development [closed]

I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and ...
4
votes
2answers
1k views

Game Server on Windows Azure

What do you guys think of using Windows Azure for deploying a custom built game server. It's being built in C#, and I want to get a few things down before stretching too far into the project. I like ...
5
votes
5answers
638 views

PHP Browser Game Question - Pretty General Language Suitability and Approach Question

I'm developing a browser game, using PHP, but I'm unsure if the way I'm going about doing it is to be encouraged anymore. It's basically one of those MMOs where you level up various buildings and ...
-6
votes
1answer
520 views

World of Warcraft like C++/C# server (highload) [closed]

I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean ...
3
votes
1answer
197 views

PHP city-sim castle layout

I am currently contemplating the layout system for my php based game but i've run into a couple of worries. So my idea is a 9X9 grid where the center 3X3 are inner castle. The inner castle will be 6X6 ...
3
votes
2answers
608 views

game-state update structure and distribution in MMO?

I'm developing an MMO, which has to maintain a global game-state. Now I want to distribute the updates, which the players make to this state, to players which can see those updates (area of interest ...
1
vote
0answers
177 views

I'm making flash MMO game, what to do next? [closed]

I've made several flash games before, and my next project is a flash MMO game. Right now, I'm learning node.js for the server side software, so far I can make a hello world server, read & write ...
1
vote
0answers
167 views

Virtual World Plaforms and Unity3d

I'm moving in the direction metaverse developing. A few years back I wandered around in Second Life and found it entertaining for a New York minute. Now, I'm set to plunge into the Virtual World/MMO ...
5
votes
1answer
878 views

I need to sell an almost-complete MMORPG project. How can I do that?

I need your help. We have to sell MMORPG at an advanced stage. The game has a unique engine, written on the need for the game, graphics, sound, map editor, web site etc. As it happens in the play ...
0
votes
1answer
546 views

Language and learning of an MMO Game server [closed]

I am creating a MMO using XNA framework for the client and want to create the server using .Net sockets in C#. I am not a total rookie to network programming, but I am having trouble finding ...
-5
votes
1answer
446 views

Writing a Massive Multiplayer Onlinegame by Own [closed]

I wonder how long it will take a single person to write a complete MMO engine. Is this possible? This question is only about the engine development. There will not be a lot of models or level design ...
4
votes
3answers
633 views

Best practices for periodically saving game state to disk

I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their ...
2
votes
1answer
228 views

How many UDP ports for an MMOFPS

I'm designing an MMOFPS. I'm not sure whether to use one UDP port for all clients or one UDP port per client. Or is there another alternative? Currently UDP is only being used for position data ...
2
votes
2answers
723 views

Node.js MMO - process and/or map division

I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of ...
-2
votes
1answer
688 views

Extremely simple online multiplayer game [closed]

I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, ...
9
votes
3answers
563 views

From release to business

Let's say that I've finished programming an indie MMO game similiar to Tibia. I've got a stable server application that is ready to launch, i've got a tested bug-free working client application that ...
0
votes
1answer
898 views

Synchronizing Movement in an MMO

I'm trying to decide how to implement player movement in an MMORPG. Player positions must be synchronized in a way that meets the following requirements: Low lag Difficult to hack or cheat ...
1
vote
3answers
194 views

How do mobile mmo's deal with the graphical resources?

I'm am creating an MMO(probably won't be so massive), and was wondering how to deal with the graphical resources. Obviously, I can't have what could be possibly a few gigs of images and animations ...
2
votes
2answers
701 views

How to implement physics and AoE spells in an MMO game?

I'm making a game which will be completely centered around PVP battlegrounds and arenas. Think something like WoW, but with the RPG part removed. There will just be a lobby, where you can join a ...
3
votes
2answers
1k views

How do I keep an MMO synchronized?

I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
3
votes
3answers
302 views

Loadbalancing Questions

I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into ...
2
votes
2answers
362 views

Would it be too much overhead to keep a HashMap of variables on a server per object for the purpose of syncing object changes with the client?

I am currently writing a server for a multiplayer game. I am trying to find a good solution for synchronizing GameObjects across the server. The server sends each client a snapshot of every object in ...
3
votes
2answers
164 views

Making online battles take time

Let's say I have an account on an MMORTS and I send my 10,000 strong army to a location on the map. I then shut off my computer. Another player gives orders to his 10,000 strong army to walk to the ...
2
votes
2answers
437 views

What is the proper term for “permanent world”?

How to name the fact that for a MMO game there's one big session, the same things are happening for all the players, you log out and after two days log in to the same place as the same person ? I'd ...
1
vote
1answer
806 views

How to update the monsters in my MMO server using Node.js and Socket.IO

Currently I am creating an MMO using Node.js and Socket.IO. The node server needs to handle connections for players, and also use a loop to update all monsters positions in my game and let them ...
10
votes
3answers
1k views

Is knowledge of hacking mechanisms required for an MMO?

Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my ...
2
votes
1answer
206 views

Non-random enemy movement implementation

I would like to implement enemy movement on a X-Y grid. Would it be a good idea to have a predefined table with an initial X-Y position and a predefined "surveillance path"? Each enemy will follow its ...
1
vote
2answers
283 views

What is the most efficient way to convert to binary and back in C#?

I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of ...
-3
votes
1answer
212 views

Is there an engine that allows the use of webcams in an MMO?

For MMOs, are there engines for mapping inputs from a webcam into the virtual world? In other words, if there is a group of 50 online characters together, is there a way to see all their facial ...
5
votes
1answer
672 views

Strategy/City Builder browser game - technical details

I actually have multiple questions into one. Hopefully someone can hit all of them. I wanted to give a try at a massively multiplayer web based game. Basically, the game would have similarities to ...
6
votes
5answers
835 views

Ideas for time-keeping in a webbased RPG?

I'm assigned a task of doing the preliminary research stuff for a web-based MMO RPG. Now my buggiest problem here is "web based" vs "MMO RPG". I did some research about time keeping systems and I'm ...
1
vote
1answer
700 views

MMO Proxy Server

I am building an MMO and someone told me I should never have my application interfacing directly with the net, and that I should have a local proxy. This makes sense, with security issues and scaling ...
3
votes
5answers
399 views

Player choices affecting a massive online world

Current generation MMOs are pretty static in that choices don't really affect the world for more than the scope of one or two quests -- but that doesn't give you a good sense of immersion, simply a ...
5
votes
2answers
2k views

How do MMO servers communicate with players who are behind a NAT?

I'm now planning to develop a real-time mmo in the future using udp as the transmission protocol since it has lesser overheads than tcp... I understand that between the client and the server, they ...
0
votes
1answer
563 views

MMO lag compensation problem

i'm writing small mmo, using boost library, i want to make it non-target game, but when i came to part where i need to save previous game states i became confused. How to implement game world, npcs, ...
2
votes
1answer
213 views

Is there an MMO-related research body?

I'm trying to find a research resource for MMOs -- preferrably where people send papers to be published, have conferences, etc. If nothing else, just a repository of articles would be nice. Is there a ...
2
votes
2answers
2k views

NoSQL (CouchDB) database design for MMORPGs

Are there any pratical examples of database implementation for an MMORPG in CouchDB? Even a detailed thesis? I've looked but found very little on practical examples and not even find any good UML ...
0
votes
3answers
2k views

For making an online multiplayer browser-based game, what tech would be more efficient to use? [closed]

I asked a partial question on stackoverflow, and then realized that this would be the place to get a better answer because this is the game dev website, and you all may know more than the programmers ...
1
vote
1answer
558 views

Securing a TCP connection on iOS for an MMO

I am currently building an iOS MMO and I'm leaning towards using TCP as my networking protocol over the higher level HTTP (for the speed difference and the fact that it does not require the client to ...