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!
MMORPG
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Re: MMORPG
someone tell him to go die in a fire
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: MMORPG
I think you confused Spring with Diablo 3.
Re: MMORPG
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.
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.
Re: MMORPG
something diablo-ish - sure, doable. MMO - not really.
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
Re: MMORPG
Lua.Hoi wrote:-door system
Lua.better xp system
Lua.skills
No.login while game is up
Yup.maybe i'm asking something completely undoable
No. Get a better engine.but if this woudnt be too hard, it would be great!
Re: MMORPG
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.
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.
Re: MMORPG
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!
Re: MMORPG
Not so much 'better' as 'more suitable'.No. Get a better engine.