(make that; Recruitment FOR SciFi MMORPG project)
Can't believe I blew the title which I can't edit. LOL!
Hello fellow GameDevs,
I've been working on this for a while.
https://www.gamedev.net/blogs/blog/3054-gnollrunner/
While I think I could probably take on most programming tasks, I simply don't have the time to do it. First just so there are no illusions, this a long slog of a project and I am fully aware it sounds like a bit of pipe dream, especially since I'm not using a game engine. While I'm not adverse to using one, this project has some requirements that make using an off the shelf engine difficult. That being said we can always incorporate some available libraries where it makes sense. For instance, from my reading I think AngelScript would be a good fit and we could possibly make use of ozz-animation and also a good networking library.
The project is currently in C++ and DirectX11. The DirectX code is minimal and isolated so it should be easy to port to something else if we want.
So what exactly is the project?
My original goal was to do a Fantasy MMORPG, however with the world generation I now think it might be better suited to a SciFi MMORPG, something like a star empire sort of thing. The key technology here is procedural generation. There is no way to design a thousand planets by hand. That being said I think we can somewhat customize worlds by the use of a relatively small set of functions and keys.
As is stated in my blog we are using voxels but not Minecraft like voxels. We are using them to generate smooth terrain by the use of marching prisms. We will also add marching cubes which are better suited to buildings. The idea is to make things look as natural as possible, although I'm not settled on an art-style yet (suggestions are welcome). The main reason for using voxels rather that height mapped terrain, is to support underground caves and also more interesting terrain features with vertical walls and overhangs. Since we are using voxels it would be nice to add some player built stuff at some point but I want to leave that for later.
What about the setting and the Lore?
I don't have lore yet but I do have some general ideas.
1) I would like to have a universe with spacecraft. These would be larger craft like starships that would obey laws of physics, at least when out of hyperspace. The way the code is currently set up, I can have a system with planets and obits. The physics for these is “faked” since I want planets to stay in their orbits. However, I think we can easily apply gravity from planets to ships as it's just a sum of a few vectors at each time iteration. I think ship to ship combat could be more like submarine warfare over long distances and not so Star Wars-ish. Also we would enforce some kind of fuel requirements so ships just can't just hover low above a planet for long periods of times. This is so that ground exploration by players on foot or in ground vehicles would still be an important aspect of the game. Also there will be no gravity plates in ships to add a bit of realism. You are either strapped in, wearing some sort of magnetic boots, or you fly across the ship and slam into a bulkhead if the ship accelerates.
2) Of course in an MMORPG like most games, players die. This often seems unnatural to me as players come back to life which somewhat breaks immersion. However death is still necessary in most 1st and 3rd person computer games. I would handle this by adding it to the lore. … While the universe is filled with creatures, a select few i.e. all PCs :-) would be born with ability to be reincarnated after death though some (as yet to be defined) SciFi trope. I want to make death a lot less common, BUT I want to make death traumatic,. One thing that made the orignal EverQuest interesting is you actually feared death at times, especially in bad locations as it could have some really bad consequences.
3) PvP ……. I don't feel the need to have special PvP zones. I think open would PvP would be great and again breaks immersion a lot less than battle grounds. That being said unbridled PvP can destroy a game fast. We would need to have some system of allowing willing players to engage it, but not ruin the experience for more PvE oriented players. I have some ideas on this, but I'll leave it at that for now.
The rest of the lore is up in the air. I'm very open to new ideas and even the stuff I wrote above is not set in stone.
So how can you contribute?
For now I think what we need is another programmer or two or three or …… We need someone to work on animation, someone to work game play / combat perhaps starting with text based programs, and someone to work on networking. We can work relatively independently at first and combine things later. I think this will enable us to make faster progress.
Also we need to bang out a complete lore for the game and also the game play aspects. That means, Races, Classes, Stats, Combat, Skills, Crafting, etc, etc, etc.
I will mainly be concentrating on the world building and engine and I'm really not set in stone on any of these things. I have played a lot of table top RPGs so I have some ideas, but this is a place were everyone can contribute.
At some point it would be nice to build a website too. My web programming skills are about 12 years out of date and I only did it in JavaScript and Visual Basic for about a year. If someone whats to take on that part, they would be welcome to it.
Why are you doing this, are you crazy?
Yes I am! It's a bit of dream for me I guess. I'm not working a full time job so I work on this most every day now. I'm hoping to find others that have some enthusiasm for the project and maybe get some funding at some point. It seems that MMORPGs have fallen out of favor but IMO that has more to do with the lack of a really great game. EverQuest was groundbreaking and WoW took it to another level. Hopefully we can take it even further.
One technical point I'd like to make is there is a perceived problem with procedural generation and NPC pathing since there is no persistent world. But I think this is solvable given my experience with Just In Time Terrain. We can do Just In Time pathing and I think the mesh format that I'm currently using CPU side, is well suited for it, since mesh faces are generated with adjacently information. Also pathing will be done on the server so we can assume some minimal hardware level there.
The working title is Zemili Drakona which is a holdover from the Fantasy MMO idea. This can be changed later, or we can somehow work the name into the lore :-P
If you're crazy like me and want to contribute ….. well …… you have my number :-) BTW I live in Russia if that's a pro or con for anyone, just so you know.
As always, thanks for reading!