Massively multiplayer online game.

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2
votes
1answer
19 views

UDP server and large number of users?

My initial research showed the most people prefer to use UDP protocol and build a control code on top of it for multiplayer games. It seems like a good design at first, but I am wondering if it is ...
1
vote
0answers
125 views

How to prevent that a MMORPG dies when the provider ceases to provide hosting? [closed]

Most MMORPG providers have to discontinue their service some day. From then on, people can’t play the game anymore. Some communities might set up (reverse-engineered) server emulators (freeshards), ...
2
votes
1answer
208 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 ...
1
vote
2answers
172 views

2D open world MMORPG; big map memory problem [duplicate]

I am developing an 2d open world mmorpg game for learning purposes, and have a issue with big maps. A year ago i developed 2d open world single player / co-op game. It saved map in chunks, and AI for ...
1
vote
4answers
69 views

Save “Explored Area” to SQL Database

For a strategy game, the area "already explored" has to be saved to a DB, so that the player can (upon resuming his game) see where he has already been. The game will be a mmo-game, so i have to ...
2
votes
2answers
276 views

Alternatives to storing all my entities in an SQL database

I've been trying to build my entity system based on pure SQL data storage as explained in this post series. The idea is that every entity or component is stored in an SQL table. I created my framework ...
1
vote
2answers
134 views

Is it feasible to use a DHT to span an MMO over many servers for improving reliability?

At the moment I have an idea for how to handle distributing MMO servers. At the core is a bunch of worker nodes that all share the same set of distributed hash tables. Each DHT stores a specific game ...
2
votes
1answer
89 views

MMO: In-App vs. Website Purchase

Im currently writing a turn based start game, which will be played in an MMO style (players download clients, central server handling the game logic etc.) and now I need to decide how I charge my ...
2
votes
1answer
299 views

Browser UDP Relay with TCP Websocket

I'm wondering if this is possible and what obstacles I might face. I have a game that's browser based, and since I can't send UDP packets from a browser, Can I use a plugin that the browser connects ...
1
vote
1answer
708 views

Which toolkit to use for 3D MMO game development? [closed]

Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & ...
18
votes
5answers
1k views

Tricks in game mechanics to avoid dealing with network lag compensation?

Implementing network lag compensation is hard, how to avoid it? Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
0
votes
2answers
88 views

MMORPG design question: Storing a tile map on the client computer, security concerns [closed]

in my game the client logs in and receives a map made of tiles (they differ in height and terrain type) from the server. I'm storing these tiles in a SQLite database on the client. The next time the ...
0
votes
1answer
156 views

How does MMO flash games works? [closed]

I want to know how does MMO flash games work, for example: Dofus and Club Penguin. I want to know if by ony using Adobe Flash and ActionScript you can do MMO games, or if there is other way to work ...
6
votes
5answers
712 views

Is it possible to have vehicles with physics like GTA in an MMO game?

I haven't seen any MMO games with vehicles with realistic physics and that could achieve high speed, why? Is it because of network bandwidth limitations? Second Life has vehicles, but physics are ...
13
votes
5answers
764 views

How to nerf something without the player community hating you? [closed]

No matter how well you conceptualize an online game, there will always be certain gameplay elements which will turn out to be vastly overpowered and dominate the gameplay. The obvious solution in ...
9
votes
6answers
1k views

What is the name of the AI/algorithm used by most MMOs for monsters or mobs?

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 ...
25
votes
10answers
7k views

Browser-based MMOs (WebGL, WebSocket) [closed]

Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games ...
43
votes
10answers
10k views
0
votes
0answers
18 views

How to promote an indie game on Google Play? [duplicate]

We're currently on the Alpha stage and searching through possible ways to promote our game. Hope you can help with advice.
4
votes
3answers
1k views

Using a web service for multiplayer games?

I've been looking into web services for making multiplayer games and was just wondering how feasible would it be? What I would like to do is make a simple MMORPG that uses a turn based fighting ...
5
votes
2answers
1k views

Why do MMO games forbid real-money trading?

I am soon going to go public with an MMO game and I am currently in the progress of writing the terms of use I expect players to follow (no swearing, no spamming, no cheating... you get the point). ...
4
votes
2answers
306 views

MMO, server-side line of sight

I am working on a simple tile-based multiplayer game. I am rather experienced programmer, but not so experienced game developer. The players will see each other depending if there is a blocking ...
133
votes
30answers
11k views

How do you prevent inflation in a virtual economy?

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 ...
7
votes
2answers
394 views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
0
votes
1answer
124 views

Structure examples for web-based chat for web-based game [closed]

What would be the best tools to use to create a web based chat/messaging system ? for client we have : Browser (any JS solution - preferably without using flash like in jsocket) for server we have : ...
6
votes
4answers
343 views

How should chat be transmitted and stored in an MMO?

Players in MMO games can usually send messages over different channels (private, public, guilds, et cetera). How would I transmit and store this data so as to prevent outside users from being able to ...
8
votes
2answers
327 views

Why would an online MMO throttle actions per day?

I started playing Die2Nite and was surprised that it has such a strict limit on the number of actions per day. After a while, I figured it was just part of the charm. I also started playing Magic ...
3
votes
3answers
725 views

Will running cron jobs every minute a good practice?

I'm trying to create a browser-based game (made in PHP, MySQL, Js, HTML, and CSS) that is heavily dependent on user's actions being carried out after a certain amount of time passed whether online or ...
1
vote
1answer
239 views

Tracking player location in realtime 2d mmo

I have read all of the answers here about tracking player locations, but still have some questions. I don't seem to understand how to do this efficiently, and feel that the internet could greatly ...
2
votes
1answer
163 views

MMORPG Entitiy handling on different maps

Is this a good approach for a MMORPG entity handling on different maps? Map Structure and entity existece: A map is basically a parent node in a scene graph. There's one map for each town, room ...
6
votes
2answers
2k views

MMORPG server-side java architecture

I am currently making a MMORPG game, which is turn-based. The client is supposed to run on Android. Now, my friend is doing the graphics, and I have been doing the game classes (player, weaponry, ...
1
vote
1answer
155 views

What tech will enable a script to run after a certain amount of time elapsed following a user's action?

I'm trying to experiment in creating an MMO browser-based game using PHP, MySQL, Javascript, HTML5, and CSS. There is this certain functionality that I want in my game that I'm having trouble with. ...
-2
votes
1answer
5k views

How do I start writing an MMO game server? [closed]

I am developing a multi-player on-line game. I just started coding the server but I have no idea how to do it. Do I have to use threads ? And if i do, do I need one thread for every client? Knowing ...
-1
votes
3answers
436 views

MMORPG with level system like The Elder Scrolls [closed]

Why arent there any MMORPS with a leveling system like the elder scrolls? (Leveling skills/stats by using them and upgrading your character level at X skill lvlups) And what are the Pros and Cons of ...
11
votes
2answers
2k views

Is this the right architecture for our MMORPG mobile game?

These days I am trying to design architecture of a new MMORPG mobile game for my company. This game is similar to Mafia Wars, iMobsters, or RISK. Basic idea is to prepare an army to battle your ...
3
votes
3answers
448 views

MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? [closed]

my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, ...
1
vote
2answers
129 views

MMOFPS Player Positions [closed]

I'm working on a MMO game project. I have a question about MMOFPS game architecture. (I have basic network knowladge) (MMOFPS) I want to send player position to other players(clients) and other ...
3
votes
2answers
569 views

Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]

I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
6
votes
1answer
378 views

MMORPG game map in-memory storage techniques

For 2-3 years I've been interested into MMO development. I'm browsing some emulators source codes and open source projects. Usually I'm checking how the game server stores data about the 2D map. ...
0
votes
0answers
108 views

How to integrate Javascript into C# and run scriptcode step by step

We are currently working on a Pokemon MMO trying to figure out how to implement an asynchronous scripting language the best. We don't want to work with threads or tasks, but the goal was to wait for ...
0
votes
1answer
107 views

The game-server model to handle user actions

I'm starting to work on a mobile game that will have a server-side part (to handle user's interactions between them) and, of course, the client (game itself) part. It's not meant to be a browser game ...
5
votes
3answers
301 views

How to make sure user is running the newest version of mmo client?

In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...
6
votes
2answers
2k views

What are some good MMO middleware server packages? [closed]

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. ...
9
votes
4answers
708 views

Is there a way to make a dynamic world such as a MMORPG horizontally scalable?

Imagine a open-world of 500+ players with data changing as fast as 20 updates/player/second. Last time I worked in a similar MMORPG, it used SQL, so obvioulsy it couldn't query the DB all the time. ...
5
votes
5answers
590 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 ...
28
votes
4answers
2k views

What has stopped MMORTS games from being successful?

We all know that there have been attempts to create commercially successful MMORTS games, but all have failed. By failed, I mean that they didn't get really popular in the gaming community. Why is ...
29
votes
8answers
2k views

Profanity filter for an MMO chat

We are developing an MMO using Smartfox Server. The targeted audience is kids from 7 -12 years. There is a global chat option in this MMO. Whatever the user types in a textbox get displayed next to ...
2
votes
2answers
201 views

Integer vs String for “type” data in data-driven games

I've been developing a few mobile games, in which those games fetch their data from a server-database. I'm used to storing "type" values as an integer identifier, and an enum in the client to ...
6
votes
5answers
2k views

Persistent game where you program your own bot(s) [closed]

I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script). A sort of RTS but for bots. Does that even ...
0
votes
2answers
553 views

Online MMO collision detection for players & walls

Let's assume the following: I have a server which stores the player's position (float x, float y, float z) Client sends the server it's updated position ever 250ms or so. Server has bounding boxes ...