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get ready for idea vomit

ive always wanted to make an mmo, i made one in highschool using the rmxp netplay stuff and it was the most fun ive ever had in my life. i miss the naive ability to just work on making games, ignoring the incoherent art and systems and just have fun with it

i still want to make an mmo and i understand i have no assets to start with, but i do have an idea for the gimmick and what makes it different

in real life, you can't ever be the master of everything. you'd never be able to farm 99 in all stats without other things falling behind as ive experienced irl. in mmos, a lot of the professions like metalworking and merchantry are ignored as optional stuff and stuff that can be tacked onto the end, where being the strongest adventurer is usually the primary objective, whether its mage, fighter, tank, archer, etc. it wouldnt be strange for a fighter to have 99 smithing and 99 attack, which ive always thought is weird. would a legendary smith also be a legendary fighter? very unlikely. in most mmos there are gameplay reasons for why it doesnt matter, but i was thinking

time investment, whether its irl or in a game, is the true form of currency. if you invest the time to hit 99 in an mmo, then you deserve to keep 99 forever. but what if abilities decayed with time? that'd suck, peoples hard earned time would be wasted etc. but i also feel like this is why no one gives a shit about the non-combat professions.

what if you could select a primary profession, eg metalworking, where your metalworking stats don't decay. you allocate logged-off time to be profession training or some other equivalent which prevents your skill from decaying. other combat abilities may not decay above a point, but if you have maxed out metalworking, you shouldn't be able to keep maxed combat proficency or other things as well without investing in the upkeep of maintaining them.

i was also thinking about being a merchant--if the npcs dont give you shit for your items, as a merchant you could set your logged out time to be merchantry, where you set up a store and people can buy your stuff. the higher your proficiency, the higher the chance that an automated system (masquerading as a player) will auto-buy your item, which effectively makes you a better trader. you could buy and sell items from other players and make profits without upsetting the economy. this would be specifically powerful if there is no item trading outpost equivalent, but instead you navigate based on what people have marked as for sale whether its shops with dedicated spaces, or guild-specific shops where as a merchant you get a kickback if selling to guild members, etc. this will need to be tightly regulated and there will be systems in place to buying and selling to farm kickback, but i think you get the idea

fundamentally i want there to be the idea of setting up guilds and it becomes like in the anime etc. where peoples actual skills matter. if you want to be a leatherworker, you can be that guild's leather worker and people actually need you and your skills. yes you can still join in in combat, you can come along in expeditions via some scaling system preventing you from taking damage if you remain evasive etc. perhaps you can even identify items, repair mid raid, etc.

since ive joined the workforce i realise how nice it is to actually be needed for your ability, knowledge, etc. in mmos atm, it just seems to be who has the most powerful gear and the biggest numbers (plus role, etc. but thats interchangeble between people of the same role) and faceless systems like the GE remove all interpersonal communication from the mix. i remember playing Warframe and in there you still have the age old trading chat where you advertise stuff and talk to real people to purchase the items, negotiate meeting place, etc. it reminds me of the old days of runescape before the GE, and i miss that forced communication. also this would make being friends with a merchant great, because now you need a real human to buy your garbage.

now that i have money perhaps i should start work on it, i have no fuckin clue what to do about lore but i can use temporary assets for now and commission stuff later perhaps

EDIT: an ordering system and contact system would be really cool too, where you can do conditional trades where you can trade stuff to someone of the crafting profession and sign a contract enforced by the system requring them to craft something to you within an amount of time or the materials are returned, which would mean they can set up connections and take orders from regular players and advertise themselves oldschool style without the risk of it being a scam (read: free armour trimming)

EDIT2: i also think there is a lot of social value in items taking dedicated time to craft, too. Crafting professions would be really, really good for people who aren't able to spend much time in-game (because they're out doing stuff) because they can use their time away from the pc to still achieve things that people who are present cant.

EDIT3: at some point an irl mobile phone app would also be pretty cool so you can keep in contact with people while you're not at the keyboard, again useful for taking orders, updating people on crafting progress (yay for forced communication!), etc.

EDIT4: mmmm reading back on this jesus christ the scope ive set is multiple levels of impossible, i dont want to have to make the client for this lmfao

EDIT5: ive been thinking about combat systems too, i will always prefer an active battle system that is performed in-world, not a cut to any other scene like a turn-based one, but if it's easier to get assets for it (no need for character combat animations) an active time turn-based system would probably work OK in a multiplayer setting, especially if it pulls up like a chessboard that lets you move your character relative to the enemy and choose who to attack within the context of the battle, and all players run on their own timer and control their own actions of course. it would also be a powerful equalizer, in the sense that it wouldn't bias those with less ping so players from all over the world would be able to play together comfortably
 
Done I tink

Also I took down e-mail requirements as apparently that was stopping people registering. If spam bots become an issue I'll do something I guess.
 
shanks ellie

hmm i really want visual equipment but ive never seen it not look jank af in rmxp's art style (which is the style id be aiming for) hmmhmhmmhmm

also has anyone ever tried character creator + visual equipment on battler images? i feel like i could probably get away with skimping out on the VE for the overworld a bit if the level of customisation is there as a battler instead, which is what would show in like your profile window or in the combat scene

in terms of actually creating this game, ive heard rmmv is pretty good in terms of being able to steal the map from there and create a custom reader for it as it's in json. would there be any merit in creating the game in rmmv, but feeding the map into a server which then only sends basic information to the client, and the client only sends inputs in return? (of course local player walking and other lag avoiding techniques aside). realistically the only stuff it'd probably use from a mv project is the maps and events, though i'd have to work out some way of keeping things like animations and character sprites for NPCs relatively in sync between the client and server to make development a bit easier
 
np yo

ah fuck i just realised you'd need the same set of armour/apparel drawn 6 or so times due to each choice of stance (one handed, two handed sword, two handed spear, dual wielding, mage, archer)

it really shows how much easier all this is in 3d lmao

EDIT: oh boy imagine wanting to change a class' stance a year down the road and have to redraw onetwo of every single apparel item weeeeeeeeew

EDIT2: i forgot feminine and masculine as well, so that would be up to 12 drawings for the one apparel item fuark
 
Yeah...

Can tell you now, a lot of people in my game will be wearing mysteriously masculine/feminine armour just to save having two sprites.

I mean, a platebody is a platebody whoever you plonk in it.

But some things like robes are more... boobsome.
 
totally, the main thing i was thinking would be an issue is leather armour and other stuff that fits the form closely

but i just hada thought

why dont i create a 2d game with basic hair, armour, eye color overworld visual equipment, but have the system render out everything battler-wise from a 3d model and drop the res use a shader? that would make battlers mega easy

then again one does not just simply "add 3d rendering" to a 2d game hmmmmmmmmmmm @xilef

EDIT: unless i use unity for the client perhaps but i really dont wanna do that, feels too heavy imo
EDIT2: OGRE3D looks nice, Axiom3D provides bindings for c#
EDIT3: or maybe i should just use RMMV anyway and look for a 3D plugin
EDIT4: i really want to make an incubation chamber thread for this but i also dont want the satisfaction of creating a thread or else i might cash out my creative reward early and lose motivation aaaaaaaaaaaaaaaa
EDIT5: wait a minute i could just add it to the server functionality or create like a separate dedicated image generation server that creates the image png and sends to the client on request so i dont even need to dick around with any sort of 3d stuff in the client itself, niceman
EDIT6: ok i give in its driving me crazy im making a thread
 
ok rmmv was last on sale in AUS on feb 23rd, now would be a great time Degica!!!! currently $115 AUD but has been seen for as low as $23!!!!

also ive never had to do it before, but is it possible to use TCP/UDP sockets via js in the web browser rather than desktop? i had assumed not but idk how far websockets and stuff have come and whether its viable yet or not, even if compatibility is limited. i dont think its unreasonable to ask for someone to use a modern browser, especially if it means they dont need to download the game itself
 
currently watching steam and humble bundle like a hawk, the next steam one should be soon as they seem to have had a sale on it every two months or so for the last 2 years ish

i have an excel document open with multiple different sheets with different types of items on them and it got me thinking about how big mmos manage all their items. they must have a dedicated interface that lets them sort and group items because attempting to manage this many items in a single list like in rpg maker would be a an absolute nightmare as time goes on. items would just be all over the place. i dont even want to use item ids, instead rely on internal names which i could probably do if i dont use any of the inbuilt battle system stuff. hmm.
 
I've been watching some Dev Logs lately... and it seems like a great way to drum up some interest before release. Just gotta suss out what I want to game dev...
 

Fayte

Sponsor

My girlfriends daughter is an aspiring artist and story writer so I told her about this story that I had written some 10 odd years ago for a video game and now I’m kind of lowkey inspired to revive it. All the files on all the characters and the outline of the entire plot from finish to end are still on my computer. But I can’t be arsed to learn the program or even to learn how to map for that matter. Oh what do.
 
I'm like that every time I tell the story of Battle World – which got insanely overdeveloped over the past, what, 13 years?

Realistically it would cost a few million to produce the full campaign, so it'll never happen.
Plus, FFXV ended up having 40% of the story of Battle World so I don't really need to tell that story since FFXV came out.

Edit: eh 40% is generous. More like 20%. Boy band travelling the world.
 
im surprised at how little people have discussed js minification and obfuscation around rmmv

obviously if people are keen to see your code itll happen, but being able to hit f12 and have a developer console with everything exposed is a bit much imo

at least if its obfuscated the mental energy it takes to work everything out will make it more likely for people to leave it alone

similar deal with resources
 
^^ there's a lot can be done but people don't even optimise their graphics before upload these days which is an absolute necessity. (Maybe I should do a tutorial on that)
 
that'd be sweet, im assuming youre referring to png crushing?

also i just remembered at some point ill need to make quests and that made me sad

i wish i wasnt creatively bankrupt lmao
 

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