NOTE: WILL BE FOCUSING ON MAINLY GAME MECHANICS, PHYSICS & TOOLS ETC BEFORE I START PRODUCING GAME ARTWORK
Engine: Scratch (ORACLE)
The goal for this project is to make a medieval based MMORPG with 2D Graphics. A giant world you can free roam, slay monsters, go on adventures, fight other players and compete for the best stats and most wealth! Players will be able to create clans and control areas. If other clans can challenge clans for there areas in-order to get to the top and own zones. The owners of the clans will be the best of the best players. I will add more detail to the aim and story of the game as the game is produced but here is how the project has been going:
This small video is just a perspective/idea of how it will look for the developer.
Spoiler for updates:
Spoiler for Media:
Best of luck format, you’ll boss it mate!
Glad the work of my team was able to inspire you, I'm assuming you're just using java and making everything yourself right?
Not sure what this is, but it looks sick so far lol. Good luck
Here is an example of what the Region movement looks like. On the client side of things, the user is actually fixated to the centre of the screen, for the movement to work the world must move around the user. The user will detect what tile it is on when the world shifts. The world will shift with all of the objects and npcs and players (This will be done by the server). I haven't applied the pathfinding algorithm to this yet, so this is only done with arrow keys for the moment.
For movement are you spamming the x and y values for each movement from the client to server? If your tiles are 32*32 I'd say for each integer you could have a force movement on the character to move a whole tile client sided that way the server works with small numbers. You can have the absolute value and have its relative value which you would just divide the absolute coordinate by the tile size. I did some research on key movement, spamming packets would be inefficient with a high volume of players. I can definitely be corrected on this case since I've only done a brief research and thought about this for a short while but you could have a direction system and when the key for a direction is being held down you only send a single packet to the server saying which direction the player is going and indicating that the key is being held down. The server will continue moving the player in that direction until either the key is released sending a packet indicating the release of a key and stopping movement or if another direction key is pressed to change its direction.
Basically if I moved 10 tiles north if we only used absolute coordinates I would've sent 320 packets indicating one pixel movement each time I moved up north until I reached the tenth tile. If we used relative coordinates I would send only 10 packets to move north since the client processes the 32 pixels per tile on its own removing stress on the server. Now if we predicted movement I would only be sending 2 packets indicating the direction key held and when it was changed or released.
I wouldn't say using an engine takes away your credibility it would pay off once you learn the engine to create future games at a fast pace, plus you wouldn't be reinventing the wheel big time saver.
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