How to make your own online mmorpg game




















Next Next blog. Prev Previous blog. Page «Previous 1 2 Next». Torque Owner Martin Schultz. Torque Owner Corey Punches. Torque Owner Leroy Frederick. Associate Stefan Beffy Moises. Torque Owner Dana Dill. Torque Owner Jason Burch. Associate David Wyand Gnometech Inc.

Torque 3D Owner Jonathon Stevens. Torque Owner Hans The Darkseer. Associate James Lupiani Sickhead Games. Torque Owner Mark Berry. Torque Owner cr. Torque Owner Maker Post a blog Add a resource Start a Thread. This guide will help you download Intersect, create an administrator account, and access the developer suite.

Don't like to follow instructions, no problem! Skip straight to the download. If you do need help or support our getting started guide will always be available. We're constantly updating and improving our documentation. Our docs and faqs should be able to answer most questions you have about our engine. Ascension Game Dev is the official home of Intersect. Join the AGD support forums to collaborate with your game dev peers! Welcome to Intersect.

Automatic Port Forwarding? That's a new one! Dynamic UI is game changing as well! Multiple characters per account, setting your own controls, credits, and more! Intersect now features a friends list and new chatbox commands! The editor has a complete dark ui! Intersect can now be translated for other languages too! Features Intersect has so much to offer, but the basics are below. Multiplayer Conquer together!

Traditional RPG Elements Crafting, trading, resource gathering, bank, shop, questing and real time action battles abs are included within Intersect! Immersive Effects Dynamic lighting, positional sounds effects, custom dialogue chains, and more add several layers of depth to your game. User Friendly We focused on designers to provide the best development experience possible.

Making a good role playing game is hard. Making a massive multiplayer one is almost impossible. MMORPG servers have to be able to handle thousands of players at once, they have to be secure, fast and stable. What most people forget about MMORPGs is that they are huge software projects with hundreds of thousands of lines of code.

Developing a architecture that big is a really hard task. If you think about it for a while, even making a simple MMORPG with just the basic features is about as big as making an early version of Firefox, Photoshop or whatever other big software you can think of right now. It is incredibly much work. According to rumors, the early version of World of Warcraft did cost about 50 million dollars to develop.

If you just got into game development, chances are high that you don't have that much money to invest into a game. Now the thing about us indie developers is that we work on our games without anyone paying us for it.

And since the major costs in Software development are personnel costs, a major part of those 50 million dollars would fall away, if you were able to come up with the code all on your own. Let's do the math. Assuming you can work on it 10 hours a day and assuming that you work twice as fast as the experts that worked on WoW did, that makes it 5.

That's a lot of time. Even if you manage to come up with the code all on your own, there are still no 3D models, textures, sounds, story or skills in your game. There are admins that have to be paid to watch the servers. There are secretaries that have to be paid to deal with boring paper work.

The good news: we can cheat a bit. If we don't create our own game engine and instead use a game engine like Unity feel free to check out our Unity Tutorials , then we already save a few millions of development costs or in our case, maybe something around 5 years of work for a decent graphics-, physics-, networking-, scripting- and audio library. Game Engines are beasts , nothing less.



0コメント

  • 1000 / 1000