• 0

Who wants to help make a game?


Question

Ok folks, I'm working on a game.

I'm dead serious about this.

It's going to be a new MMOG, but unlike Evercrack or Ultima Offline it will be 100% dynamic (using technology based loosely on MUDs and MOOs). No more stagnant economy, or level dichotomy. No more waiting 6 months for new areas to open up. No more paying for a new expansion once a year.

I need a team of dedicated (and slightly insane) individuals.

I need programmers, artists, level designers, game designers, and of course testers (alpha testers for now, there will be an open beta later of course!) of all varieties.

This is an exciting possibility. Am I crazy? Entirely possible. But at the very least we're gonna give this thing our best shot.

Imagine a game universe where things change continually. New construction happens on a regular basis - daily or weekly new areas will open up.

Imagine having ALL the game players online whenever they want to be. No more "pick a server near you".

Imagine being able to make permanent changes to the game world. You set off a bomb, it blows up a building... the building stays blown up until someone fixes it.

Current direction of the game:

- One persistent universe. Yes, there will be multiple servers. But everyone is on all at once. The servers will represent different virtual aspects of the game world. Some servers will run NPC's exclusively, some will run geography (dungeons, etc.), some will provide other functionality.

- Graphics will be reminiscent of Baldur's Gate or DiZablo. 2D sprites with a 3D top-down isometric style.

- Game style is likely to be traditional swords-n-sorcery, although we might move it towards a more Final Fantasy-esque "steam powered" world. Not 100% sure yet, of course.

- Development language is pure Java. Not crapplet Java but real 100% honest-to-god-this-is-a-kickass-language Java.

Additional questions or comments? Direct 'em my way.

[email protected] (mail and MSN messenger)

gurm42 (AIM and Yahoo messenger)

453460 (ICQ)

- Gurm

Link to comment
https://www.neowin.net/forum/topic/22373-who-wants-to-help-make-a-game/
Share on other sites

Recommended Posts

  • 0

That is a kickass idea, and yes you are insane :s, but this appeals to me. I'm not proficient in Java (in fact I hate it lol), but I would definately be up for helping in any other way.

I like the concept because I've had this yearning for an online world where there wouldn't be just on set world or series of maps, but instead it would be a connected set of user created and original maps that can link to each other, much like web pages do today. Of course this could end up becoming somewhat surreal, I mean imagine walking through a door (say on the 12th floor of a building) and then being confronted with a grassy field. I always thought of it as a 3D first person world, but you get the gist.

  • 0

don't know any java...or graphic programming...haven't done any computer art stuff in a while...but i'd love to be a part of this...(wherever a little insanity is needed ;))...i would like to do more than alpha/beta test (so i learn more stuff as i go along)...message me, and let me know what i can do to help...

  • 0
Originally posted by Keldyn

I think its ok where it is. He is not asking any technical questions that deal with programming as of yet. Right now its more general discussion about games. later i may move it but its cool for now....

keldyn if this is moved to the programming forum more programmers will see this:)

  • 0
Originally posted by prasanth16

keldyn if this is moved to the programming forum more programmers will see this:)

Very well. Seeing as prasanth wont get any sleep tonite until i move this thread, i have decided to oblige. Happy prasanth !? :cheeky:

moved to programming

~Keldyn

  • 0
Originally posted by Gurm

- Development language is pure Java. Not crapplet Java but real 100% honest-to-god-this-is-a-kickass-language Java.

You are gonna use Java? It's going to be slooooowwwww. But before i show my interest in your idea, do you have any examples of work you've done before?

  • 0

Haha, I know it will be "slow". The problem, of course, is that what I want to do cannot be done in a more conventional language such as C++ without adding layer upon layer of abstraction that will ALSO be "slow".

Unless something has changed, and someone has added dynamic class loading/unloading to C++ in the last year or so.

One of the linchpin technologies in this game engine is the ability to modify it while it's running... to add classes, remove classes, modify classes without stopping the engine.

In real-life terms, this equates to game updates while everyone is playing. In development terms this means that testing can occur while development occurs, on the same codebase, in realtime.

As for samples of my prior work, anything you'd be impressed with is under NDA, of course. Although my early 90's NDA's have probably expired... hmm, gotta check on that.

- Gurm

  • 0

Yeah but Verant is coming at it from the other side... from the "look a PC game with an updatable world that we are programming in C++" angle.

Whereas I am coming from the "look a scalable MUD with graphics that is pure Java and runs on any platform" side.

MUDs, if you remember, are often written by ... maybe 2 or 3 people. When in the full swing of things, big-ass MUDs like Tsunami only have perhaps 10 wizards. Maybe only one or two on at once... to support a user base of thousands.

Plus, Verant doesn't have what I have - willingness to tap the vast, untameable pool of raw talent on the Internet. I'm looking for help in boards filled with hackers, rebels, and what Ben Kenobi would call the "scum of the universe"... but which have the potential to turn out to be the Han Solos of gaming.

Ok, that was a BAD added paragraph of Star Wars puns. At any rate, you get my drift. I'm not reinventing the wheel. I'm shamelessly building on Lars Pensjo's work (with which I'm fairly familiar) and capitalizing on the strengths of Java in order to do something with relatively little programming that it would otherwise take a team of extremely talented network coders to implement.

And there's a reason I'm asking for help. While I can (and will) implement the core libraries, the game design itself will take substantially more people than just me.

- Gurm

  • 0
Originally posted by Gurm

Haha, I know it will be "slow". The problem, of course, is that what I want to do cannot be done in a more conventional language such as C++ without adding layer upon layer of abstraction that will ALSO be "slow".

Unless something has changed, and someone has added dynamic class loading/unloading to C++ in the last year or so.

One of the linchpin technologies in this game engine is the ability to modify it while it's running... to add classes, remove classes, modify classes without stopping the engine.

In real-life terms, this equates to game updates while everyone is playing. In development terms this means that testing can occur while development occurs, on the same codebase, in realtime.

As for samples of my prior work, anything you'd be impressed with is under NDA, of course. Although my early 90's NDA's have probably expired... hmm, gotta check on that.

- Gurm

I was a big MMORPG player before and i know what you mean. But before you decide on Java, make sure the it's equal or faster or more practical than a C++ implementation in it.

  • 0

To those of you suggesting C++ with inline ASM, I do appreciate your input. Honestly...

However, as I said before it CAN'T BE DONE in C++. Not without reinventing the wheel. If you follow MUD history at all, it's like LPMud vs. MOO technology. LPMUD was a C-based interpreter for a "mudlib" which was written in LPC, an object-oriented extension of C. Sadly, the LPC code needed to be interpreted at runtime, which made it even slower than Java.

While this certainly CAN be done differently, the basic idea is to make the entire game one big codebase. Rooms, monsters, weapons, players - are all objects, descended from a basic game object. Where the objects live... Java doesn't care. Want to update an object? Sure... change the code, and tell the program "hey, reload CLASS X" and bingo - it's changed.

- Gurm

  • 0
Originally posted by Gurm

To those of you suggesting C++ with inline ASM, I do appreciate your input. Honestly...

However, as I said before it CAN'T BE DONE in C++. Not without reinventing the wheel. If you follow MUD history at all, it's like LPMud vs. MOO technology. LPMUD was a C-based interpreter for a "mudlib" which was written in LPC, an object-oriented extension of C. Sadly, the LPC code needed to be interpreted at runtime, which made it even slower than Java.

While this certainly CAN be done differently, the basic idea is to make the entire game one big codebase. Rooms, monsters, weapons, players - are all objects, descended from a basic game object. Where the objects live... Java doesn't care. Want to update an object? Sure... change the code, and tell the program "hey, reload CLASS X" and bingo - it's changed.

- Gurm

You can't be serious! Why can't you use C++? I don't get the point. Who said anything about re-inventing the wheel?

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • What I like about Paint is using it almost exclusively for cropping and resizing images I get elsewhere--it's quick, easy and cheap... I keep it glued to my taskbar, in fact.
    • I still remember it fondly today. It was so cool to work in 64-color Half Bright mode and 4.096-color HAM mode (interlaced) when x86 was still in 4-color CGA or 16-color EGA low res. C= never realized what it had until it was far too late--the failure of C= was the failure of its top management. The C= Amiga was 20 years ahead of its time, I always thought. It didn't hurt that in only 512k of chip memory, the Amiga could preemptively multitask when Apple was still doing gray scale graphics on tiny screens and along with everyone else was doing cooperative multitasking (running more than one app at a time in resident memory, but you could only run one of them at a time--had to manually switch between them.) I had a ball with AREXX scripting running between programs that had AREXX ports so that when you sent other applications data and instructions, those running applications could process the same in real time to output! Memories...
    • I'm not sure about that, but it at least "does" a version of 7.1 that this brand new card doesn't....
    • Floorp 12.15.2 by Razvan Serea Floorp is a cutting-edge web browser that combines the trusted foundation of Mozilla's Firefox with a unique Japanese perspective, offering users an exceptional online experience. This open-source browser prioritizes privacy, customization, and security. Floorp is transparent, with no user tracking or data sharing, and it's completely open source. With a strict no-tracking policy and full transparency, your personal information remains private. As an open-source project, Floorp not only shares its source code but also its build environment, inviting users to contribute and build their unique versions. The regular updates, based on Firefox ESR, ensure that you always have the latest features and security enhancements. Floorp key features: Strong Tracking Protection: Floorp offers robust tracking protection, safeguarding users from malicious tracking and fingerprinting on the web. Flexible Layout: Customize Floorp's layout to your heart's content, including moving the tab bar, hiding the title bar, and more for a personalized browsing experience. Switchable Design: Choose from five distinct designs for the Floorp interface, and even switch between OS-specific designs for a unique look Regular Updates: Based on Firefox ESR, Floorp receives updates every four weeks, ensuring up-to-date security even before Firefox's releases. No User Tracking: Floorp prioritizes user privacy by abstaining from collecting personal information, tracking users, or selling user data, with no affiliations with advertising companies. Completely Open Source: The full source code for Floorp is open to the public, allowing transparency and enabling anyone to explore and build their own version. Dual Sidebar: Floorp features a versatile built-in sidebar for webpanels and browsing tools, making it perfect for multitasking and quick access to bookmarks, history, and websites. Flexible Toolbar & Tab Bar: Customize your browser with Tree Style Tabs, vertical tabs, and bookmark bar modifications, catering to both beginners and experts in customization. User-Centric Web Experience: Floorp prioritizes user privacy and collaboratively blocks harmful trackers. Floorp 12.15.2 changelog: fix: reset tab drag state on dragend to prevent position offset (#2488) by @Ryosuke-Asano in #2497 fix(workspaces): hide split view wrapper when all tabs are hidden by @Ryosuke-Asano in #2495 fix(split-view): prevent stuck pointer-events:none after drag on web content by @Ryosuke-Asano in #2492 feat(design): add Gecko 152 CSS variable aliases and Lepton compatibility layer by @Ryosuke-Asano in #2494 fix(workspaces): exitOnLastTabClose no longer quits Floorp when closing the last tab by @Ryosuke-Asano in #2498 Download: Floorp 64-bit | 95.0 MB (Open Source) Links: Floorp Website | Github Website | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • I can barely recall getting web results from a file search... I must've turned it off long ago. 26H2 is Insider's Preview build 26300.8697, which I am running, atm. It is not available for people running the standard commercial builds of Windows--only for the beta test Insider's group. But anyway, as mentioned in the thread, this feature has been around for a long time...
  • Recent Achievements

    • Dedicated
      Almohandis earned a badge
      Dedicated
    • Dedicated
      JuvenileDelinquent earned a badge
      Dedicated
    • First Post
      DrWankel earned a badge
      First Post
    • Reacting Well
      DrWankel earned a badge
      Reacting Well
    • Week One Done
      Supreme Spray LV earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      507
    2. 2
      +Edouard
      185
    3. 3
      PsYcHoKiLLa
      84
    4. 4
      Michael Scrip
      78
    5. 5
      Steven P.
      76
  • Tell a friend

    Love Neowin? Tell a friend!