Is there a standard name for the (fairly dumb) AI that most MMOs use where you 'aggro' a monster/mob when you are within a certain radius of it, and the monster chases your character for a set amount ...
What tools, patterns, or best practices would you recommend to implement the quest mechanics given below listed requirements? I am talking about software architecture (how generic should you be) and ...
Do people write their own DB for some reason?
To give a bit of background, I'm developing an MMO in the web browser. Crazy? Yes, but it certainly isn't impossible. The server sends updates to the client by means of long-polling JSONp tags which ...
i would like to start this topic for programs to counter-attack link text. I am not aware of a big list but with everyone's help i hope to make this a fine topic. Posting format: NAME: nProtect ...
Most online games suffer for this problem and there are some software companies out there to cover this but recently from what I've seen most companies are trying to avoid those programs creating ...
I've made a few games without using XNA and recently started to see some documents and samples around and took an interest on it but i have a few doubts for going into it or not. What limitations do ...
With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there ...
In an MMO (not even necessarily an MMORPG) what are some techniques for dealing with players disconnecting in the middle of PvP? In particular - how do you avoid adversely affecting people who get ...
If you have any experience with any MMO middleware packages and have any positive or negative experiences with them, your feedback will be appreciated. Specifically I'm looking for server packages. ...
I want to develop a MMO like World of Warcraft, but some basic research says that is going to take months (if not years) and cost a lot of money. I'd like to know why.