Skip to main content
GameDev.net gamedev.net
🔒 Locked

[MMO] Monster Darby Online recruiting members!

Started by MonsterDarbyOnl Dec 7, 2011 at 5:45 AM 6 replies 2.3k views
Original Post
MonsterDarbyOnl
MonsterDarbyOnl
Team name:

Monster Derby Online Development Team

Project name:

Monster Derby Online (MDO for short)

Brief description:

The goal of the team is to develop the server-side game engine + WEB API interfaces for MDO which is accessed through clients.
The game concept has been thought through for a half year. The server-side game engine has been in production for 2 weeks.

MDO ...
  • is like online version of Derby Stallion or winning post on consoles.
  • instead of training horses, you train your monsters. Mix monsters to create new monsters.
  • You can bet for battles or you can train or both.
  • Your monsters are trained and participate in battles automatically depended on your settings while you are offline.
  • you can highly configure battle instructions to win battles.
  • Many skills to influence behaviors (or influence instruction directly) of monsters so the battle strategy can be very dynamic.Target aim:

    Share/Free game.
    Most of features are free. Some of convenient features be available through premium account which isn't free.

    Compensation:

    Offering a percentage of potential revenue.
    Once we come to a stage where we getting some revenues, we open up a company to share the net profit (surely no one gets "salary" as an expense) each one depended on our "shares" twice in a year.
    The team owns the 100% of the shares and company doesn't retain any profit. (if company needs some expenditures like server costs they should be dedicated from the profit)

    Technology:

    - Game Engine
    Currently the game engine is built on C# with windows server but likely to port to Linux platform.

    - Game Database
    [s]Currently no database but db4o with C#. [/s]Decided to use CouchDB to illiminate the need to build web api interface for now and see how it goes with performace.
    [s]Once we come to a stage where the game requirement is mostly fixed, we l[/s][s]ikely port to one of open source RDBMS.[/s]


    Talent needed:

    [s]- Spokesperson
    currently me. Can be taken over if appropriate.

    - Server / DB administrator
    currently me. Can be taken over if appropriate.

    - Game Engine developer
    currently me (Kunio). Not recruiting for this position this time.
    And probably won't recruit a new member for this.

    - Monster designer game balancer / tester
    Currently me but now recruiting a new member for this position.

    You do not need to be able to code programs, draw 2D/3D monsters, compose musics nor write beautiful stories.
    No story in this game, no music, no graphics. Only trainable monsters and they just keep fighting!

    So you MUST be able to come up with good monster names/description/skills/parameters and most importantly able to balance up the battle well in fantasy background.
    You also should be able to adjust calculation equations for better balancing so you need a bit of Mathematics but not like a degree on it..

    Though this is not a technical task, it's a very important position in this project. I have been a relatively hardcore gamer since I was a small kid until now (32 yrs old) but I know it's a hard job and very time consuming as the game design gets more and more dimensions of complexities. And this is the only task I am not fully confident. All other positions, I can handle or if not put efforts to learn and manage.

    Lastly, you do not have to have any experience in developing games to apply for this position. But you need to convince me somehow that I can have a go on you.

    - Web API Interface developer
    [/s][s]Currently me but now recruiting new member for this position.
    As oppose to the game engine server which runs 24 hours a day to update the DB, Web API is accessed by clients to the game through Web APIs.
    We now have no client developer so you should be able to build a simple client (preferably a web application) to test and demonstrate how the game works.
    The game engine and Web API interface doesn't have to written in the same programming language but preferable.[/s][s]

    We are planning to output the data in compressed JSON format using OAuth as authentication.
    The language can be anything that you prefer but must be executable on Linux platform.[/s]

    Decided to use CouchDB at this stage. DB supports JSON natively.
    If performance can be a problem, might need to port later. But for now, this position is not in need.


    Currently there is no open recruitement. But please see below.

    - Client Developers
    THIS IS NOT A RECRUITMENT!
    Technically, in MDO front-end and back-end are perfectly separated.
    Front-end developers just need to fetch JSON and trigger certain update commands through JSON to communicate.
    All model calculations and processing are done at server-side.

    So your front-end can focus on presentation totally.
    You might want to present the "battle logs" lively with flashy 2D/3D animations or can be just email texts
    (actually a mail server with SMS gateway be nice one to start with). All upto you.
    The game is still on design/alpha coding stage so not good idea to be involved now yet b/c JSON formats are not fixed yet.
    If you choose to build on a platform that CouchDB can run on, you do not have to worry about data-cachings either.
    CouchDB seems to supports it. (hopefully I won't have to face performance problems with CouchDB)

    Team structure:


    Currently only myself (Kunio) is involved. I intend to develop with 2-3 people including myself.
    One may take multiple positions if capable and willing.

    Website:

    http://monster-derby.com/

    Contacts:

    mail: monsterdarby@gmail.com
    SkypeID: monsterdarby


    Previous Work by Team:

    None. Kunio has been working on and studying few years on "smart games" (smart so that AI saves the time of players) and some studies on AI. ("Virtual reality as a learning field for AI)


    Additional Info:

    More and more gamers are having enough of MMORPG or browser game that requires so much real time to be a good player.
    But how many of browser games (which says "just 10 mins a day")out there actually need good amount of hours to play well?

    Self-executing (as oppose to a game that players need to be online) game server with easily configurable AIs will/might/may... save the busy people!

    Feedback:

    ANY
xarnaudx
xarnaudx
Hi,
Like you, I'm currently also starting a project:
http://www.gamedev.n...atures-of-gaia/
As you can see, it shares some similarities ...well, mainly the monsters/creatures setting, along with their abilities.
By the way, is it 2D or 3D? ...in the fromer case, would you be interested in sharing the effort, especially for the graphics?
Perhaps we could also find other areas where we can help out each other.
Also, I think it would be nice if you "showed" somehow your game server in production since 2 weeks to the general audience.
Cheers!
MonsterDarbyOnl
MonsterDarbyOnl
hi fuzzy fizz

Im surprised to see what you are trying to do shares some features for this uncommon genre of an online game.

Definitely we should do something together.
I even thought of throwing away mine and hop on yours.
Is a joke but your gaia seems that similar.

The battle in MDO is count turn based (the higher the speed, the faster the turn comes and more turns to do something).

The gut of MDO is AI. (Gaia also seems to count AI very important) It should be configurable but not too complex. Also a lot of skills affects other's AIs. So that the battle doesn't go as players intend.
AI mechnism maybe similar except yours take distance and positioning into consideration. MDO takes "hate system" to influence AIs instead of positioning. I do not think I will change that to 2D nor 3D battles.

Another area we maybe able to share is monster designs/skills. Again the battle logic affects the balance here too. You will have ranged skills but MDO won't have any ranged skills.

Lastly, monster training feature could well be thought through together. (I do not have so much detailed requirements for this part)
xarnaudx
xarnaudx
Hi

I'm glad you think this way!
I would be pleased to share the effort and work together.
Currently, probably like you, we are at the very beginning.
Actually, we started coding a little on the side, but we're mainly looking for a couple of people to round up the team.

The battles in gaia are also turn based, like in yours ...however the turns are meant to alternate from player to player. In other words, monsters play only once per round, while their speed just affects how much they can move and attack. As for the AI, it should ideally possess a challenging one. However, it'll probably one of the things we will focus on at the very end. Our first priority is to have something playable and multiplayer balanced. Since the battle takes place on a hex grid, there are a lot of strategy/tactics/complexity introduced by using range and area of attacks.
We also thought of associating an "element" to creatures, like earth, fire, air... Thus, a fire creature would be more vulnerable to water attacks, etc. Perhaps this share some similarities with your "hate" system, perhpas. One big difference though, is that gaia is based on squads of creatures battling against each other while yours are one vs one if I understood it right. Correct me if I'm wrong.

Anyway, I think all the game details would result in fairly different things.
What we could share however are all things other than code:
- art
- creature / skill ideas
- helping each other with misc. stuff
- ...

So if you need something or want to lend us a hand, drop me a line!
I would also be very interested to play around with what you made so far.
MonsterDarbyOnl
MonsterDarbyOnl
not neccessarily one on one. can be deathmatched or team (3on3 most I am imagining).

right i see a couple of differences here now.
- art
- creature / skill ideas
we got no art concept at all.

So we could share creature/skill ideas.

Is there any communication tools to talk on?
if you have one, PM plz.
MonsterDarbyOnl
MonsterDarbyOnl
http://monsterdarby.wikispaces.com/Skills
is my wiki page for skills. Its pretty empty b/c i was waiting for a member to think about it.
(rather debuff/buff status page now)

first i am trying to come up with buff/debuff statuses that make the game more strategic.
Then, I will try to come up with skills/creatures that implements debuff/buffs.
probably naming it will be the last thing to do.

Not like popping creature concepts first then into skills, finally buff/debuff.
Konidias
Konidias
Is it Darby or Derby? I thought you were just making a typo in the title of the post but then your website link is spelled darby too... Might want to work on not having that happen in the future... lol.
MonsterDarbyOnl
MonsterDarbyOnl

Is it Darby or Derby? I thought you were just making a typo in the title of the post but then your website link is spelled darby too... Might want to work on not having that happen in the future... lol.


Is Derby.
I am updating on things that I misspelled. But This forum doesn't seem to let me edit the title so...
I definitely don't want let this happen again lol

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.