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 MMO, MMORPG, or what else is achievable with the architecture as it stands

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callmeandy
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PostSubject: MMO, MMORPG, or what else is achievable with the architecture as it stands   Mon 12 Mar - 10:13

I have been looking at some other engines and various libraries in order to get an MMO on the rails - my most influencing aspect in choosing the nuts and bolts however will be for components that make it feasible to get a small project team (of 1 currently) onto a shorter delivery cycle. Otherwise frankly I will be dead and buried before this thing is complete.

Imagine my excitement when I stumbled across Multiverse.

The question then is: is that excitement valid? - most initial comment on the website refers to their their being an MMO already functioning. But the tone in the forums is purely about MMORPG

So I am wondering if anybody could give me their thoughts about how the architecture and resources required for an MMORPG might diverge from my own needs, and where things might require my focus in terms of redesigning the code/architecture.

What I am looking to do is produce an MMORTS a cross if you like between Civ and Rome Total War.

Shorter term requirements:
Large maps to 10000km square - I think I noticed in here 2000 km chunks - that's a great start.
Mostly requirements for a strategic perspective:
Units rather than individuals is going to be the norm.
Mostly low-action graphics - movement of units will be negligible when camera on map providing say 10km viewport as a norm - traverse of infantry units in viewport would take around 5 minuets, cavalry at speed 1 minuet, and obviously at this view distance not requiring great attention to detail.

Mostly the processing will be in the database, morale changes, crop-yields, peasant migration, building-works progress, research progress, treasury etc
Battles could be resolved without player involvement or any detailed visualisation.

Preferable evolutionary requirements: MMORTT if you like.

Local/Tactical View:
Peasants milling around maybe – “Settlers” style. – mostly cosmetic.

Units become animated showing individual persons, battlefield maybe requiring up to 4000 combatants, player needs to be able to interact with units; not individuals.

Single battles only likely to involve a handful of players at most. Possibility of multiple concurrent battles going on across the game world.

Before you start telling me this is a lot of work - I know it - I am a peson who loves overcoming the impossible - may or may not be looking to form a team.

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Delurin
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PostSubject: Re: MMO, MMORPG, or what else is achievable with the architecture as it stands   Tue 13 Mar - 9:07

Nothing on your list looks to be beyond the capabilities of the engine. You might have to do some modification but nothing insane. The only thing that worries me would be:
Quote :
Units become animated showing individual persons, battlefield maybe requiring up to 4000 combatants, player needs to be able to interact with units; not individuals.
But that would just require you to make some custom npc behaviors


I would suggest that you do your processing java side instead of in the database. By default things are only stored in the database and it is a pretty high level control but you could change that if you wanted to.
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Delurin
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PostSubject: Re: MMO, MMORPG, or what else is achievable with the architecture as it stands   Tue 13 Mar - 9:08

For reference I have almost completely replaced the built in Mars files and almost every python file to make an educational game so there is a lot of flexibility (and that was before I had access to the entire source code)
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callmeandy
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PostSubject: Re: MMO, MMORPG, or what else is achievable with the architecture as it stands   Wed 14 Mar - 7:58

delurin wrote:
Nothing on your list looks to be beyond the capabilities of the engine. You might have to do some modification but nothing insane. The only thing that worries me would be:
Quote :
Units become animated showing individual persons, battlefield maybe requiring up to 4000 combatants, player needs to be able to interact with units; not individuals.
But that would just require you to make some custom npc behaviors


I would suggest that you do your processing java side instead of in the database. By default things are only stored in the database and it is a pretty high level control but you could change that if you wanted to.

Thanks for your comments Delurin. Well I guess Java side or in db depends on performance impact at the end of the day.

The calculations I would think will be quite simple, though not sure on this at the moment, so if java side means - retrieval/calc/update intuitivly I would think this was going to burdon the database but I guess I will find out about this in due course.

I am almost certainly going to invetiagte in depth the use of Multiverse for the game world in its broadest sense, the question is whether I use another engine for the tactical engagements. Effectivly an RTS the spring engine might be a possibility. I shall proably look at both in depth as both seem to have their merits.

I guess I will be playing with your Mars files as soon as they are available.

Cheers.

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