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looking for a small team

Posted: Thu Feb 08, 2007 10:33 am
by Heathen
Hey guys, i've been planning a massive multiplayer over head shooter (war game) for a while now and I would like to get started. I was wondering if there is anyone here who is good at drawing overhead tiles and little things like buttons etc who wouldn't mind helping?

Also if there are any programmers who are interested in the idea and would like to help with anything, that would be nice also to cut the time down. I have the entire structure of the engine planned out, including the networking so it should come along pretty nicely. Also, Im most likely going to buy a domain name and get the site up on my next paycheck. If you need anymore information, just ask.

Thanks :)

Posted: Thu Feb 08, 2007 8:19 pm
by Kale
Where is a good tutorial for making an MMORPG?
Such a tutorial, if it existed, would be very large and either useless or incomprehensible to novices. Be careful, you might fall into the stereotypical category that seasoned game developers know well. Are you a male between the ages of 12 and 18 who knows nothing about programming but plays MMORPGs and has ideas that would make MMORPGs better?

See these links:

http://sol.gfxile.net/mmorpg.html
:wink:

Posted: Fri Feb 09, 2007 12:22 am
by Heathen
Im curious as to how that applies to this thread.? And why would I need an mmorpg tutorial when im writing an overhead shooter and have most of it planned? Perhaps if my thread was "help plx, I want make online game and need someone to show me?!1", then I would understand your response a little more.

Posted: Fri Feb 09, 2007 12:34 am
by Character
Don't get discouraged by Kale's cynicism.. :wink:

Posted: Fri Feb 09, 2007 12:39 am
by Heathen
Nah, didn't discourage me in the least bit, I guess I was just confused :wink:

Posted: Fri Feb 09, 2007 10:27 am
by Kale
Heathen wrote:Im curious as to how that applies to this thread.? And why would I need an mmorpg tutorial when im writing an overhead shooter and have most of it planned? Perhaps if my thread was "help plx, I want make online game and need someone to show me?!1", then I would understand your response a little more.
errr....it's not a tutorial. Read it. ;)

It made me laugh because you see these type of threads everywhere.

Posted: Fri Feb 09, 2007 11:09 am
by Heathen
Kale wrote:
Heathen wrote:Im curious as to how that applies to this thread.? And why would I need an mmorpg tutorial when im writing an overhead shooter and have most of it planned? Perhaps if my thread was "help plx, I want make online game and need someone to show me?!1", then I would understand your response a little more.
errr....it's not a tutorial. Read it. ;)

It made me laugh because you see these type of threads everywhere.
Im still curious as to why you would post it in this thread, when this thread has nothing to do with mmorpgs in fact, there's not even a single mention of mmorpgs. Why not start a new thread?

Seriously, look up the definition of mmorpg and perhaps you will see my confusion. An overhead shooter requires no server-side controlled entities like npcs and monsters, not many special items, nowhere near the same complexity in terms of network code. In fact, if you look at it in the most basic terms, only a few things needs to be synced.... I doubt I will even need to use motion planning like dead reckoning. I also really doubt that this will be much more complex than my previous projects (besides the drawing which I suck at), hence this thread. :wink: Another point to make is, when it comes to action games, such as overhead shooters and FPS, the definition of massive is often completely different because of current technology and not being able to use standard dead reckoning or direction byting without it looking wierd. Take games like warrock for instance, that is labled a MMOFPS, yet there is a max player limit of 32 players per server I believe. In a 2d overhead mmorpg, each packet when you walk is often only a few bytes, (the id and the direction [1-4] or [1-8]), in an action game, you cant restrict movement so much, so the packets end up being much larger.

I personally find it insulting that you would deem this thread as a "newb who wants to make an mmorpg". Even besides the fact that it's not even an mmorpg, all you have to do is look at my past releases and you should see that I have a general idea of what im doing and actually put thought into what I do.

@The pms I got: Thanks for the kind words and interest!

Posted: Fri Feb 09, 2007 12:44 pm
by Kale
Heathen wrote:Im curious as to how that applies to this thread.?
Heathen wrote:Hey guys, i've been planning a massive multiplayer over head shooter...
By the way my post was intended as tongue in cheek. Humor has been bypassed somewhere. :roll:

Posted: Fri Feb 09, 2007 12:56 pm
by Num3
Just my 2 cents...

MMOG's, small or big are fun to make, and a great way to understand networks and how they work.

They are also constant work, for example the MMORPG i play has been alive for 5 years now.

Since the 1st versions until today it has grown and even set some standards for today's releases.

One of my long term projects is to coordinate and manage such a project, i personally became more of project manager / designer than a coder over time.

From what i understand you want to make a sort of 1942 online, if that's the case i have a full professional freeware set of 1942 sprites, background and planes.

From my experience, if you get the engine running it will be easier to find artists to help you improve the visuals.

Posted: Fri Feb 09, 2007 1:04 pm
by Heathen
Num3 wrote:Just my 2 cents...

MMOG's, small or big are fun to make, and a great way to understand networks and how they work.

They are also constant work, for example the MMORPG i play has been alive for 5 years now.

Since the 1st versions until today it has grown and even set some standards for today's releases.

One of my long term projects is to coordinate and manage such a project, i personally became more of project manager / designer than a coder over time.

From what i understand you want to make a sort of 1942 online, if that's the case i have a full professional freeware set of 1942 sprites, background and planes.

From my experience, if you get the engine running it will be easier to find artists to help you improve the visuals.
You're right. If I was an artist, I doubt I would just dish out my talents to random projects unless I could see them first. perhaps I should have made this thread after I have a working example though and a solid codebase.