MMORPG

MMORPG

Requests for features in the spring code.

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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

MMORPG

Post by Hoi »

so, what would be needed to turn spring in an mmorpg?, this would be interesting.
what i think is:
-door system
-better xp system
-login while game is up
-skills

maybe i'm asking something completely undoable, but if this woudnt be too hard, it would be great!
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: MMORPG

Post by rattle »

someone tell him to go die in a fire
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: MMORPG

Post by Noruas »

Hairy balls of the Gods
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: MMORPG

Post by Wolf-In-Exile »

I think you confused Spring with Diablo 3.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: MMORPG

Post by Argh »

Actually, I think that this is quite possible- Spring can read / write to files via Lua now, so we'd "merely" need a loader / unloader for such remote files, and a way to check them via a hash. Should be doable with Lua, and allow for play in different "realms".

Building such a thing, in terms of code and content, though... yikes. That would be a huge thing. It'd require a giant art team and a lot of coders. Probably not feasible unless we can really expand the community a lot.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: MMORPG

Post by imbaczek »

something diablo-ish - sure, doable. MMO - not really.
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Re: MMORPG

Post by Michilus_nimbus »

Hoi wrote:-door system
Lua.
better xp system
Lua.
skills
Lua.
login while game is up
No.
maybe i'm asking something completely undoable
Yup.
but if this woudnt be too hard, it would be great!
No. Get a better engine.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: MMORPG

Post by Argh »

They wouldn't log in while the game was up- they'd just sign on to a particular session and play it out, record their items / XP, etc. and it would get read the next session.

It'd be episodic, team-based multiplayer, basically- like Chicken, but with a heck of a lot more complexity and a long-term element (leveling, items).

I don't think that the engine's a serious impediment to this. People engage in episodic play in WoW constantly- it's part of the appeal, actually. You could have autoservers for different "places", or people could run those "places" themselves, to "visit the city and shop" or whatever. It's not like this is incredibly hard- the "city" code would all be Lua internal to a specific Map. If people wanted to adventure cooperatively, they'd simply launch a MP session.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: MMORPG

Post by KDR_11k »

Spring has a VERY high CPU load, MMORPGs must be designed for minimal load in order to allow that many players. Hell, Spring mid-game joins would involve transmitting the ENTIRE server state!
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: MMORPG

Post by FLOZi »

No. Get a better engine.
Not so much 'better' as 'more suitable'.
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