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Lazernaut



Registered
  08/09/2002
Points
  1103

VIP MemberThe Cake is a LieIt's-a me, Mario!Wii OwnerPokemon Ball!
1st April, 2004 at 03:51:54 -

I was thinking this:
it's great that you can create MMORPGs with click software, but what is the point when most games i've tried only have like 3 people online at once ?
Therefore i was thinking that all of the MMORPG games made with click products i've tried where meant for players to interact with each other. So i thought, games like Ragnarok Online (not a click product) can be played even though you're alone, because the monsters spawn, more players just make the game more fun, and the game itself isn't necesarily unplayable if no one is online.

So i thought making a game where monsters spawn like in Ragnarok Online would be cool. But as far as i know, that would mean i'd have to create my own 24/7 server for the purpose wouldn't it ? i don't see how i could make a server liek that using the provided servers... any advice ?

 
n/a

Hagar

Administrator
Old klik fart

Registered
  20/02/2002
Points
  1692

You've Been Circy'd!Teddy Bear
1st April, 2004 at 08:41:41 -

You could use the ftp object and upload/download ini files telling the program if monsters exists, and the health values etc., and use something like direct play to set positions on the map in real time and the alike.

Using ftp and INI's is slow and troublesome though

 
n/a

Chamzel



Registered
  02/07/2002
Points
  352
1st April, 2004 at 09:49:03 -

The reason why Click MMORPGs are so slim in player base is due to the fact that the people who make the games do not advertise them well enough. You see, they only post previews and the final product within the community and don't go around other popular Internet areas and advertise their stuff to generally get the word out. When my game gets into testing stages, I'm going to select one or two people from the community to test the game, just to have someone else who understands the Click products, and then I'm going to take like five or so people from an external source to test it. Then I'm going to advertise the final product on external areas such as other community-type message boards such as the Everquest message boards I go to where lots of people who don't make games post at and read. Just posting your game in the community only opens up your finished product to other game makers, who then look and go "Ooooo... I want to make a game like this!" or "Oooo... I can make a game better than this!" and stop playing it to continue making their own game.



 
CRUSH!!

Mr Icekirby



Registered
  18/12/2003
Points
  846
1st April, 2004 at 14:32:30 -

thats definately a problem here... dc is so slow some people just give up on page loading times, so people don't even know last weeks gotw

 
Mr Icekirby says so!
OBEY ME!

Kris

Possibly Insane

Registered
  17/05/2002
Points
  2017
1st April, 2004 at 16:20:20 -

MORPGs are one of the main genres that you can't just 'jump into'. Ragnarok, runescape, Myth of soma, etc... were all made by professional programmers. I used to try making online RPGs in MMF until I realised... they all suck, without exception. You need real dedication to end up making something that's really worthwhile to play.

 
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G

Chamzel



Registered
  02/07/2002
Points
  352
1st April, 2004 at 16:34:36 -

Eh, I think I've given up on the idea of making a big ol MMORPG. I'd much rather make a game with a multiplayer function that works both on the computer side as well as over LANs and on the Internet. Facing off people all over the world and matching wits and tactics using different style characters is truely exciting!

 
CRUSH!!
   

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