Author Topic: Creating our own MMO  (Read 2363 times)

EmpireGames

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Creating our own MMO
« on: August 12, 2009, 01:15:28 am »
I have been working on the design for a MMO called Rise of Heroes for about a couple years now. The reason I am not farther along is because I have been trying different engines. The Planeshift server and client seems like a really good solution. You guys are doing a great job on it! I have a few questions about using the server and client.

Can we use the database structure that is provided in SVN or do we have to edit the server code and use our own database structure?

If we can use the database structure then how do we change the currency to fit our own game? It looks like the currency is built right into the database structure.

What are the future plans for creating tools? I have the webconsole from SVN but there seems to be a bunch of errors on it so I was thinking about creating an application for adding quests and doing all the things that the webconsole does. However if there is something in the works for that then I won't waste my time on it and work on something else.

Nykolai Raskaniov

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Re: Creating our own MMO
« Reply #1 on: August 12, 2009, 02:57:23 pm »
Hi there. Some of the questions you ask are pretty advanced. You might want to log in to IRC, channel #planeshift-build and ask some of the developers present in the channel.

From my own personal tests a while ago, I was able to use this database structure for my purposes and update it via the webconsole or via phpmyadmin. The current tools are being improved and even new ones being created, but I really can't say for sure which version is stable at this time.

You might want to stick around for the next release which includes some major changes (like for example to the quest system).

To create your own game, you will have to create your own art, music, quests & game rules, but you can reuse the code and DB as you please.
« Last Edit: August 12, 2009, 03:00:43 pm by Nykolai Raskaniov »
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Under the moon

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Re: Creating our own MMO
« Reply #2 on: August 13, 2009, 05:58:37 pm »
A few other coders for other games have looked at the PS code and decided against using it. As they told me, "The only thing the PS source would be good at building is PS. There is too much PS built into the source to make it useful for anything else. It would take about as much time to code an engine from scratch as it would to get rid of the PS stuff and make it a somewhat usable blank slate for another project."

Tuxide

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Re: Creating our own MMO
« Reply #3 on: August 14, 2009, 12:50:28 am »
A few other coders for other games have looked at the PS code and decided against using it. As they told me, "The only thing the PS source would be good at building is PS. There is too much PS built into the source to make it useful for anything else. It would take about as much time to code an engine from scratch as it would to get rid of the PS stuff and make it a somewhat usable blank slate for another project."
That is a subjective opinion, not an objective one...although if he does come to the same conclusion I would sure like to know it.  You could say the same about NeL:  Like PlaneShift-the-engine many people have tried it and decided it wasn't for them.  Considering he's engine-shopping it would be informative to know why specifically he doesn't like PlaneShift-the-engine if it comes to that.

I will say that PlaneShift-the-engine is for serious programmers, it's not for people who want to use a toolkit.

Elkarway

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Re: Creating our own MMO
« Reply #4 on: September 01, 2009, 07:26:19 am »
PlaneShift can kind of be used as a guidebook...

What was wrong with the other Engines?

Frankly, if an Engine doesn't do what you want then chances are it won't be any easier with PlaneShift...  Are you sure you're not just doing this because you think it'll be easier than coding from an Engine?  It'd probably be harder (bar just using Planeshift and changing the art :P )

Tuxide

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Re: Creating our own MMO
« Reply #5 on: September 01, 2009, 09:40:45 am »
Well he hasn't been here for a while (I haven't seen him in the IRC channels for a couple weeks) so he's most likely still engine shopping.

Akkaido Kivikar

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Re: Creating our own MMO
« Reply #6 on: September 16, 2009, 01:49:26 pm »
Engines are all about a matter of preference.

What level of graphics do you want? Low/Mid/High/2D/3D/text-based.

What is your favourite coding language? C++/Python/etc.

Input method(s)?

Use of chat, and to what extent?

Do you wish to program the networking side yourself?

I quite liked what I saw in Panda3D, personally. It's been used by Disney to make two commercial MMOs, it's open source, easy to setup using Python (even I got test programs made, by myself), the networking side is there (there's even available Python code for the chat interface), and the community and programmers were extremely helpful in #panda3d on freenode.

The PlaneShift source code already has a lot of the same stuff built into it, but of course as Underthemoon said, it was built for PS, and has advantages and disadvantages in that.
« Last Edit: September 17, 2009, 01:24:46 pm by Akkaido Kivikar »