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  Extra world in an MMORPG.  (Read 2057 times)
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Offline Alberto901

Junior Newbie





« Posted 2012-07-31 11:20:54 »

Hey guys, as you will see this is my first post in this lovely forum/community.
My friend showed me this forum about 1 day ago and I've already learned/read so much.

So what I'd like to ask you guys is what is your opinion on how to implement a new world.

I'm no Java pro and I'm quite new to Java networking. My game is an click based MMORPG. (Same style as Runescape)

The way that I've been thinking about doing this is the following.

Run my game twice on 2 different ports and somehow make them communicate to see if the player trying to log in is already logged in the other world.
(FYI: Currently I've done all my saving player info with MySQL.)

or

Simply make an attribute like an integer which determines what world the player logged into and then make sure they only see the stuff in their server.
I'm afraid this would be too much to handle though, since it would mean double npcs, double players, double everything in the same world.

My problem is currently that I don't know exactly what methods I should be looking for to accomplish this. Please let me know your opinions! Smiley
Thanks in advance,
Alberto
Offline sproingie

JGO Kernel


Medals: 202



« Reply #1 - Posted 2012-07-31 15:15:23 »

I'm no Java pro and I'm quite new to Java networking. My game is an click based MMORPG. (Same style as Runescape)

Then your goal is way too ambitious, click-based or not.  You're talking about designing shards and synchronizing across them before you even have this designed for for a single player, let alone multiple players on one shard.  You're putting the self-driving fleet of cars before the car before the cart before the horse here. 

Runescape is more or less a "Roguelike" -- I'd recommend making a single-player one of those first.
Offline Alberto901

Junior Newbie





« Reply #2 - Posted 2012-08-01 16:33:26 »

Hmm, but I am sure there are many ways of approaching this. I just wana know the different options. One must be easy enough for me to implement.
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Offline Cero
« Reply #3 - Posted 2012-08-01 17:05:54 »

If you design accordingly, you can do a single player and still add networking later of course...

Offline teletubo
« League of Dukes »

JGO Ninja


Medals: 48
Projects: 4
Exp: 8 years



« Reply #4 - Posted 2012-08-01 17:48:47 »

If you design accordingly, you can do a single player and still add networking later of course...

I don't believe that. The ammount of redesign would be massive. That is if you want a smooth network gameplay. If you just want to see a lagful version of the single player game, maybe it's ok.

Anyway I fully agree with sprongie, there's no reason to think about shard if he doesn't even have a multiplayer game working.

Offline OttoMeier

Senior Member


Medals: 4
Projects: 1



« Reply #5 - Posted 2012-08-01 18:05:12 »

You want to make a MMORPG?
STOP! read why:
http://www.gamedev.net/blog/355/entry-2250155-why-you-shouldnt-be-making-an-mmo/
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #6 - Posted 2012-08-02 17:04:59 »

Alberto901, likely you won't get any help with this project here because people will be too busy discouraging you. MMORPG's are very hard. Maybe write a simple text based rpg first,t hen a simple 2D game, and then single player RPG, and finally think about moving on to the MMORPG.

This may seem like a lot of work, but MMORPGs are a lot of work don't be fooled!

just my two cents Smiley.
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