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Looks awesome! I actually created a MMO prototype before, just by myself. A lot of people told me not it's impossible to do, but it was actually fairly easy. I
by craze3 7y ago
Looks awesome! I actually created a MMO prototype before, just by myself. A lot of people told me not it's impossible to do, but it was actually fairly easy.
I used Babylon.js for the 3D game/controls, and I imported free 3D assets from various asset stores for the content. The backend was a simple socket server written in Node.js with socket.io connected to the web frontend via JS using the standard WebSockets API. I got realtime character movement, turning, & jumping implemented pretty quickly. Content became a bottleneck so I stopped developing, but I hope to finish it up sometime in the near future.
Good luck!
- glouwbug 7y agocontent is almost always the bottleneck in any form of gamedev
- grogenaut 7y agoWell until you hire an army, then it's quality, and tooling to manage content, then it's back to creative direction as the blocker.
- platz 7y agothat's why I find self-limiting forms of gamedev more interesting than AAA games. I'd rather play a half-finished roguelike, gamejam games e.g. itch.io or Ludum Dare , indie games, concept games. You feel the creativity more. I don't care for a scripted piece of entertainment. I want to explore different game mechanics and explore ways of interacting. AAA games almost never give you that.
- hombre_fatal 7y ago> A lot of people told me not it's impossible to do, but it was actually fairly easy. A weekendware prototype isn't what people are talking about when they say gamedev/MMOs are hard. It's 0.001% of the work, it's trivial. Just as you, too, stopped at the actual hard part: building the game.
- jerf 7y agoI'd also observe that an "M(ultiplayer)ORPG" isn't too hard anymore; not trivial, but something the tooling has gotten a lot better for over the years and something a lot of people could put a prototype together for fairly quickly. In fact we've seen a number of "Show HNs" over the years that amount to this. But the "Massive" can be a real killer. Even if there are to some extent off-the-shelf tech that can handle fairly "massive" communications, it still takes a lot of skill and effort to use them correctly.
- Jaruzel 7y agoThis is where the fakery in most MMOs kicks in - they are not really 'Massive'. Most of them have sharded servers where only a few hundred players are actually in the same world together. Players think there are a lot more as the underlying chat system (originally just IRC in a lot of cases) runs on a separate server for all the players.