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MMORTS coding
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Original Post
Theres no such thing as a mmorts right now unless im mistaken, so youd kinda be inventing the genre. Therefore there is no "docs"
quote:
Original post by klio
I know coding under...
Protocols;
Erm..what protocols, exactly? You can''t just state you know "protocols" in general; that''s like the equivalent of saying "I know stuff".
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C; C++. I thought that''s enough.
To what extent are you familiar with C/C++? Have you ever worked with a graphics API before? Are you comfortable/familiar with OO based programming? Just a suggestion, clarify your statements better in the future. Also, don''t cross post, as you''ve done with this already.
As for programming an RTS game, I don''t think there''s any difference between a multiplayer RTS and a massively multiplayer RTS (I have yet to find one). Whereas in MMORPGS, thousands of players can live and move within the same world (server), I have never found an RTS in which thousands of players play in the same world, at the same time. Usually RTS games support about 8-12 players per game, games which can be found on a central server.
Regardless, their have been several topics on programming RTS''s in the last few days in a few of the forums..go back a few pages into Game Programming and General Programming to find them.
swift URL | browse my bookmarks [server may not always be on]
Sensimed | Info/download
I have a small feeling this guy is another impacient newbie that wants to make the next starcraft in under 5 minutes. By the way... now what is this about knowing all this stuff. By the way you listed it, it would sound to me that you just listed a bunch of keywords you have been reading in these forums.
Try out the books made by Prima Press... they have one on rts i think...
Try out the books made by Prima Press... they have one on rts i think...
I am sorry... My english is not very good, so its hard to me to explain everything in details...
Speaking about protocols i meant TCP/IP stack (including RAW).
I can''t say that i am a guru C/C++ coder, but i think that i am already up to create a game.
RTS and MMORTS differ a lot! Game logic, interface, atmosphere, everything is different.
I don''t need to make gamers to play only at the same time... Everyone is up to decide when to play. The game is long-lasting (not round-based as StarCraft for ex.)... So a user can go offline and then online again a week later to continue playing.
Please, i need docs. I dont want to discuss my personality or advantages and disadvantages of RTS here. I need specific docs - MMORTS game coding. Do you have any? Or links maybe?
Speaking about protocols i meant TCP/IP stack (including RAW).
I can''t say that i am a guru C/C++ coder, but i think that i am already up to create a game.
RTS and MMORTS differ a lot! Game logic, interface, atmosphere, everything is different.
I don''t need to make gamers to play only at the same time... Everyone is up to decide when to play. The game is long-lasting (not round-based as StarCraft for ex.)... So a user can go offline and then online again a week later to continue playing.
Please, i need docs. I dont want to discuss my personality or advantages and disadvantages of RTS here. I need specific docs - MMORTS game coding. Do you have any? Or links maybe?
Hmm..just a personal thought of mine: How exactly would someone expect an MMORTS to work? The notion that at any time, a person can pick log onto the server and participate in the battle means that their is going to be a constant war at all times.
An MMORPG never ends; it''s a world people can do what they want in, for as long as possible (or until years and years later, after the plugs have been pulled on the servers).
How do you expect an MMORTS to function? If the battles never stop, there is never a winner, never a loser..the battle keeps going, and going, and going..
This could be grow very boring and leave players feel very unsatisfied..
And how exactly do you expect to handle players who log on and join sides? What if everyone logging on decides to fight on the side of the RandomAlienRaceX, making the odds incredibly unfair?
I''m sorry, I seem to be nitpicking on your idea to program an "MMORTS", but I do not see a very bright future ahead. Unless your idea of a MMORTS is completely different than mine (in which case, please elaborate), I don''t see how you could possibly begin to develop such a thing.
I''d set your goals a wee bit lower, friend.
swift URL | browse my bookmarks [server may not always be on]
Sensimed | Info/download
An MMORPG never ends; it''s a world people can do what they want in, for as long as possible (or until years and years later, after the plugs have been pulled on the servers).
How do you expect an MMORTS to function? If the battles never stop, there is never a winner, never a loser..the battle keeps going, and going, and going..
This could be grow very boring and leave players feel very unsatisfied..
And how exactly do you expect to handle players who log on and join sides? What if everyone logging on decides to fight on the side of the RandomAlienRaceX, making the odds incredibly unfair?
I''m sorry, I seem to be nitpicking on your idea to program an "MMORTS", but I do not see a very bright future ahead. Unless your idea of a MMORTS is completely different than mine (in which case, please elaborate), I don''t see how you could possibly begin to develop such a thing.
I''d set your goals a wee bit lower, friend.
swift URL | browse my bookmarks [server may not always be on]
Sensimed | Info/download
Imagine a mix of {Civilization politics and economics management + Warcraft battle process} running real-time... The game itself is not about the battle only. There''s much more. That''s why it won''t be boring.
I am developing a server under Linux + MS Windows clients. The server uses threading (POSIX threads are chosen for portability, because i am going to move to BSD later as it is considered to be a better server platform). Threads are also used because they easily share data by default. I don''t want to code IPC.
I have developed my own game protocol based on RAW IP. RAW is chosen for traffic economy, because traffic of a MMOG server costs a lot... Speed is also one of the main reasons. I don''t need stable package delivery.
I can describe everything in details if you''re intereseted...
I am developing a server under Linux + MS Windows clients. The server uses threading (POSIX threads are chosen for portability, because i am going to move to BSD later as it is considered to be a better server platform). Threads are also used because they easily share data by default. I don''t want to code IPC.
I have developed my own game protocol based on RAW IP. RAW is chosen for traffic economy, because traffic of a MMOG server costs a lot... Speed is also one of the main reasons. I don''t need stable package delivery.
I can describe everything in details if you''re intereseted...
I don't know of any docs but I do recall a little known game made by Sony (i think) called 10Six that was an at least an MMORTT (real time tactical) you might try looking for docs under that name.
But, if you don't have any Graphics API experience you might want to rethink your plan, or at least consider using an engine.
[edited by - IDirect3D9 on December 20, 2002 8:23:21 PM]
But, if you don't have any Graphics API experience you might want to rethink your plan, or at least consider using an engine.
[edited by - IDirect3D9 on December 20, 2002 8:23:21 PM]
Based on your descriptions, I''d call this more of an MMORPG with larger-scale battles, but then I''d be pointlessly nitpicking on mere semantics, heh. 
Well, you obviously seem to be more interested in the client-server communication behind your game, so I''d point this question over to the Networking forum. But either way, you''ve stated what you have, and what you don''t want or need..
What exactly do you need help with?
swift URL | browse my bookmarks [server may not always be on]
Sensimed | Info/download
Well, you obviously seem to be more interested in the client-server communication behind your game, so I''d point this question over to the Networking forum. But either way, you''ve stated what you have, and what you don''t want or need..
What exactly do you need help with?
swift URL | browse my bookmarks [server may not always be on]
Sensimed | Info/download
I need help on developing and coding MMORTS game engine (not graphics). Game logic descriptions could also be helpful. I am done with networking, path searching, graphics (it is also not a problem), game algorithms... I need to finish my game engine now that''s why i need docs on MMORTS game engines.
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Original post by vtwin
Hmm..just a personal thought of mine: How exactly would someone expect an MMORTS to work? The notion that at any time, a person can pick log onto the server and participate in the battle means that their is going to be a constant war at all times.
---8<---[SNIP]
How do you expect an MMORTS to function? If the battles never stop, there is never a winner, never a loser..the battle keeps going, and going, and going..
I got to think of Planetarion or some of the other webbased thingies. If it works in a browser it works as a standalone client :D. Just have to figure out how to "tame" the players. ie. Having their forces defend themselves when afk, making federations know when you are being attacked so that allies can come help and so on. Could be funny :D
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Original post by Zorak
I got to think of Planetarion or some of the other webbased thingies. If it works in a browser it works as a standalone client :D.
Sure, but that''s turn based, well kind of anyway. That conscept wouldn''t translate very well into real time. I mean if the enemy can attack you unlimited times in real time, where he controls the units (not just sending them off to fight by them self) then he''ll have a huge advantage over the AI that is curently controling your units (since you''re not there at the moment).
Of course, controling the units are actuly tactic not strategy. So I guess it could be made to work if all you get to do is to say when to attack and what (pluss builing up your force of course) and then lets the computer handel the actula attack it might work out.
If you need help with a design problem in your mmorts, contact me at MBRAM32@aol.com, as I extensively designed one as a previous project, but scrapped it, art, engine, and all when the idea (of the genre, not the creative aspect) became. . . taken by a pub I was contacting. AFAIK, I was one of the first ones with a commercial MMORTS in development in 1999
quote:
Original post by vtwin
And how exactly do you expect to handle players who log on and join sides? What if everyone logging on decides to fight on the side of the RandomAlienRaceX, making the odds incredibly unfair?
You could say the same for for example Counter-Strike... if everyone would join Counter-Terrorists than the battle would be unfair. But they made it impossible to join the already stronger side (exceptions... I know)
You could do that with this game too.
About making your goals easier, never do that. If you go program easy things you''ll never get there I think. Do stuff that isn''t done yet. If you don''t, you do not contribute anything to game development (except that you make a game that''s already kinda done before)
I''m not trying to flame or start a flame, the above paragraph is a bit overstated I know, but it makes sense a bit right?
Oh and Planetarion is in no way turn based, it just only updates once an hour (framerate = 1/3600 FPS
Ever heard of Earth 2025? I thought of that as soon as I heard your MMORTS idea. Earth 2025 is similar to that with base buildup and fighting and ongoing games that you can log on at any point. The only differences are it is turn based (you get a certain number of turns / resources every hour or so) and its not at all graphical, but I still think it can give you some ideas.
Check it out at http://games.swirve.com/earth/
Check it out at http://games.swirve.com/earth/
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