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MMO capabilities

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Razz
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MMO capabilities 2010-11-21 14:31:27 Reply

Is it possible to create a massive multiplayer game through MX 2004?


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CyberXR
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Response to MMO capabilities 2010-11-21 14:39:58 Reply

At 11/21/10 02:31 PM, JoeMation wrote: Is it possible to create a massive multiplayer game through MX 2004?

Everything is possible (or sort of :P) It just depends on how much knowleadge you posess. However you will have to know a lot about everything I guess. Network programming isnt an easy task


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zenyara
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Response to MMO capabilities 2010-11-21 14:46:35 Reply

What graphically are you talking about? 2d, 3d? Isometric?

Razz
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Response to MMO capabilities 2010-11-21 14:52:20 Reply

At 11/21/10 02:46 PM, zenyara wrote: What graphically are you talking about? 2d, 3d? Isometric?

2D, with objects created on the timeline then AS applied to both the frame and objects is what I had in mind.


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4urentertainment
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Response to MMO capabilities 2010-11-21 14:57:01 Reply

At 11/21/10 02:52 PM, JoeMation wrote: ...then AS applied to both the frame and objects is what I had in mind.

If you're not at least proficient in OOP, I think this task will be pretty much impossible.

Even if you knew flash like the back of your hand, it would still be an incredibly difficult task, not very realistic for one or two people alone.

That, and there's always the server issues. You'd probably need a decent budget to start off with.

zenyara
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Response to MMO capabilities 2010-11-21 15:42:42 Reply

I have alot of code for this, including:

socket, server browser, login system, chat commands.

You would then need things like a trade system, mailbox system, spells and inventory.

Then you would need a map that has perhaps 20+ zones, each zone containing it's own map. Each map would have to be loaded with unique monsters, npcs, quests, etc.
So (20 zones * 10 monster/npc types) = 200.... + ( 20 zones * 5 quests) = 300

Then you have to come up with PC classes/races, spawn points, weapons, clothing, spells, skills, stats. Say 15 of each item.... w*20 + c*20 + sp*20 + sk*20 = 80 .... + race/class/spawn points = 90

So we have:
Over 400 objects to create.
Socket server code to tailor to our game plus get decent hosting for it.
Databased login and item/settings * however many world servers you need.
Logos and promotional items
A website or integrated system that works in any website developed.

You can see why something like Minecraft is genius because of the low overhead.
There are only a handful of block types and creatures, worlds are randomly generated, and
gear is generic (same gear with different color).

zenyara
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Response to MMO capabilities 2010-11-21 15:45:45 Reply

Also looking at the analysis it would seem you'd be better off making something like a match-based shooter or fighting game. Capture the flag, team vs team, etc with smallish maps.

Razz
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Response to MMO capabilities 2010-11-21 16:49:17 Reply

At 11/21/10 03:45 PM, zenyara wrote: Also looking at the analysis it would seem you'd be better off making something like a match-based shooter or fighting game. Capture the flag, team vs team, etc with smallish maps.

Thanks! Yeah, I was mostly curious if it was possible. I haven't touched flash in years and have recently been getting back into it ... So I'm planning on working fairly small and then learning things along the way.

I'm not sure exactly what I'll end up making ... Maybe an old-school street fighter styled game. Now that I know it is possible, all I need to do is learn how to and then implement it so I'm pretty happy. Thanks again.


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JoSilver
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Response to MMO capabilities 2010-11-22 22:32:16 Reply

At 11/21/10 02:31 PM, JoeMation wrote: Is it possible to create a massive multiplayer game through MX 2004?

I'm not sure of the limitations you'd face with MX 2004, but basically anything CS3 and up, I know it's possible.