Game Development Community

MMO rpg/fps with mmo kit

by Brian Irvin · in Jobs · 10/16/2006 (1:10 pm) · 78 replies

I am looking for programmers for a mmo game using dreamers mmokit "www.mydreamrpg.com". So far i havent had time to sit down and mess with it to see what needs to be added and if anything needs to be taken out. I have1 modeler helping me with models, and 1 or 2 others willing to help with programming when they can. I would like everyone to be regestered users of mmo kit which requires the tge. All people will receive a full version of the game and free play while others will possibly charge $5 a month which is considerably cheaper than others, and all who help will receive equal shares of proffets. I have one server that i can start with. Unfortunatly until publish i cannot pay anyone sorry but money doesnt grow on trees and im still working on my 2 degrees

Basicly my game will be some what like star wars galaxies however more fps oriented. There will still be skills and abilites that will be learned, along with crafting. I would like to incorperate the ability to use a head set or mic and speakers to talk to other player or using standar mmo chating. The voice will play a key role during space flight and in-planetary flight. This is lacking in galaxies which would be a big help when flying.

on a final note you can see part of my "rough draft desiign doc" if ud like to see the full rough draft design doc please post your email and ill send it to you any help would be apreciated to make my dream come true.
#41
10/18/2006 (3:56 am)
Quote:For example, I prototype like crazy because it is about the only time I get to pretend to be a game developer. I don't have time to tie my shoes, let alone work on a game full-time right now. But I have a pet project. We all do. Sometimes we have several.

This is also a very valid point. I would suggest not trying to make a game at first... but rather a prototype for the game. Our game has quite a bit of interactions and gameplay elements that are to my knowledge unheard of in an online game. So before we devote hundreds or even thousands of hours to making this "new genre of online game" we are building a small prototype that incorporates many of the so-called "new" play aspects we are putting in... the art aspects will be roughly done, no production quality art at first, because it is not needed yet... first thing that is is important is for us to make sure that our wild ideas are:
A: feasable and even doable in a multiplayer setting
B: and the most important... that they are fun

We have all these crazy ideas but the prototype may show us that they are more combersome and not as fun as we thought they would be... or.. and I'm hoping this is the case...it will prove our points and ideas are valid and further excite the team for the main development cycle, (which we are looking at taking at least 4 years...*sigh* lol)

Anyhow the important part of this post is this: if you have great ideas... test them before devoting too much time to them.... have a new combat system in mind... do a test run on it to see if it works as you think it will and if its more fun then the normal ones or if its just clunky and crude to handle etc. You will be gald you did as this will save you many much development hours by allowing you to scrap ideas that arent as good as you thought they would be early on, and by showing you which ideas truly are worthy so you can focus on rounding them out and improving/adding to the others etc :)
#42
10/18/2006 (7:24 am)
I don't know how many "boy that would be cool" ideas that I have canned because of them just not being fun. My little bit of prototyping up above has zero to do with gameplay, but I was playing with environment. It is the gameplay prototyping that is most important. I just wanted something different. The last bit of "innovative" gameplay that I played with was unwrapping geometry. The concept was to rip up pieces of the world and reorient them to solve puzzles (rip a piece off of a mountain and create a bridge). I began with unwrapping a cube. That was pretty simple, king of like a simple UV program. The more complex the geometry became, the less intuitive and more annoying. The simple, "innovative" ripping gameplay became a tedious trial. It was a neat idea, but I couldn't make it fun. So boom, on to the next. Fun is the key element, which is perhaps why I don't enjoy MMO's. They feel like IRC clients with simple 1980's RPG quest requirements. Given a visual medium, they actually seem to lack the imaginitive quality of MUDs because it restricts the imagination to what is in-view (similar to a huge, long-standing topic in film theory which looks at novel to film transitions).
#43
10/18/2006 (7:34 am)
Sounds cool thanks for your help David. Any way what im going to do is work on concept and design document over the next 2 days along with messing around with missions trying to get my flight code scripted out if at all possbile, maybe try to messs with the mmo inhancement thing from dreamer. scripting weapons and vehicle i can do some what but I know i wil still need a programmer eventualy also hopefuly we will have a website shortly.
#44
10/18/2006 (3:20 pm)
When making a website what should i include for my game i am hoping by doing this i can atract more people like programmers, and others that i need. Having a psychotic x-girlfriend aint helping either.
#45
10/18/2006 (9:38 pm)
This thread needs to die.
#46
10/18/2006 (10:01 pm)
Why is that i have a right to ask questions here
#47
10/18/2006 (10:22 pm)
While I'm one for indie development, especially among teens, I do think that new developers need to understand how hard it is to make a game. Especially a MMO. One of the reasons MoM succeeded was because it was made by a team of extremely skilled programmers. I'd recommend starting something simpler. Realistically there's next to no chance of succeeding without a budget, experienced artists, advanced programmers, and a team that is really dedicated to the project. I have not seen or used th Dreamer MMO kit but even with it at hand you still have to deal with making your game fun. While it seems like a great idea I just have a feeling many of the games using it will look and play the same.

-Matt Vitelli
#48
10/18/2006 (10:36 pm)
Well it would be a lil easier on me if some one from the programmer comunity would step foward to help me out yea i am full well aware of how hard mmo is or any freaking game worth a damn. I am devoted to this and ill say it again i got no help when i tried on a different project here i am with this one again and im going to stick with it. Its going ot be damn iposible to make anything fun without any programmers. and I am not expecting them to make a game programmers arnt the only one who make a game what a game is
#49
10/18/2006 (11:37 pm)
"Having a psychotic x-girlfriend aint helping either" killed it.
#50
10/19/2006 (6:06 am)
Meaning what matthew that no one wants to help me cause of that? Helll i thought of something maybe i oughta post in dreamer's forum atleast i got a lil more posts in there
#51
10/19/2006 (6:52 am)
Quote:Well it would be a lil easier on me if some one from the programmer comunity would step foward to help me out yea i am full well aware of how hard mmo is or any freaking game worth a damn.

Right. The thing you're not thinking about is why programmers should quit their positions to work on your game for you. What's going to make artist or programmers want to work on your game?

Quote:I am devoted to this and ill say it again i got no help when i tried on a different project here i am with this one again and im going to stick with it.

Devoted? You don't even have a design document written. Look, I don't mean to offend you. I just realize you don't understand how serious the situation is. If you are truely serious about game development try reading some of the TDN docs or the Game Programmer's Guide to Torque.

-Matt Vitelli
#52
10/19/2006 (8:28 am)
Start small and try to get a playable test of your game (even if it has cruddy or generic art). If it's fun, get bigger.

As to design docs, that's up to you. I believe Jeff Tunnel has stated he prefers a free-flow approach to games, where there's no huge design doc (just make and test, like above). Others say design docs are the way to go.
#53
10/19/2006 (8:28 am)
I dont have a design document like hell i dont yea im still working on it but it should have been sufficent enough to know what the game will be about and somewhat the game play. AND I REPEATIDLY SAID LIKE SWG BUT NOT A CLONE that should have been enough to Tell what kinda game it will be. I am going to try dreamers forum cause there seems to be mroe people willing to help in there
#54
10/19/2006 (8:33 am)
I own the MMO Kit as well. You'll get support from Dreamer and crew regarding their product, but they aren't going to help you code your game logic. I think you'll find most people using the kit already have their own game ideas and are working accordingly.

My advice, get something going yourself and show some initiative other than writing the game design document. All of us can talk about what we think is a great idea, but actually doing something is another matter.

I believe if you have something to show others, they may become interested and want to join-in.

From what I can tell with this thread, you've got an idea and are writing something up about the game and now you want everyone else to be excited about it and join-in and help! I don't think it's going to happen.
#55
10/19/2006 (8:40 am)
Quote:LIKE SWG BUT NOT A CLONE that should have been enough to Tell what kinda game it will be

That says nothing about the game. It is like saying "I want to write War and Peace, but not really War and Peace" or "I want to make American Pie but not a copy of American Pie". It says nothing other than the initial influence. It holds no contextual meat.
#56
10/19/2006 (9:15 am)
Its an mmo rpg with a lil bit of shooter. Im not sure where you got that other but its pretty obvious that if my game is going ot be like swg, then well my game will most likely be a mmo rpg with a lil of shooter. yea thats a rough idea and doesnt show the finished game but damn you dont know what the finished game will be until its actualy done. I said it was going to be like galaxies in hope somoeone would use there "noodle" and know that my game will toughly be a mmorpg/shooter.

I didnt meen ask dreamer or that other dude help with my game and yes im sure that otheres are working on their projects im sure everyone here is to. I plan on helping them to any way i can. Hell im very well capable of working on my project and helping someone else wiith his or her's.
#57
10/19/2006 (9:17 am)
SWG is one of the most complex MMO's out there (yes, even in its NGE state). There are so many features, and sub features...it to much for one person to realize it all.

You must first have a foundation. Then you can build an MMO. And an MMO is 100's of mini games and features combining into one "game".

I won't even go into the number of art assets it has, and the requirements of them. We will just keep it at around 30,000 3d objects are in the game.
#58
10/19/2006 (9:26 am)
Brian,

If you don't mind me asking, what is your place in the development of this game? Just the idea guy? Or something else?

Steve
#59
10/19/2006 (9:34 am)
Quote:SWG is one of the most complex MMO's out there (yes, even in its NGE state). There are so many features, and sub features...it to much for one person to realize it all.

This is one of the reasons for the NGE. The complexity was too much for them to handle. That and the fact they wanted to get away from a sandbox and create a game instead to compete with WoW.
#60
10/19/2006 (9:34 am)
I will be one of the modelers, I am revising the design document, and will be making the website. Currently i have 2 modelers. 1 is working on some of the vehicles and the other will most likely do interiors and exteriors. which i will probaly work on some of those to though i would Kindof like everyone to do a mission to be put in the game. but any way and most likely i will make or atempt to make the charcters not realy big on the organic art but im going to try. oh and the idea guy :P