ID:151336
Jul 5 2011, 4:40 am
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I was wondering how would I go about making a multiplayer role playing game with classes and pvp elements. Should I create the systems then focus on building one class at a time, or maybe I should do a little of everything at once. What usually works best for you guys I'm a bit curious. I wanna just make this game as fast as possible with the best organization.
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Jul 5 2011, 5:24 am
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It doesn't matter since it's your first project and will likely be rewritten many times over. Just start somewhere.
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In response to Toadfish
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I would recommend you get most if not all of the classes implemented in some form at least and then finish them. I find that if you don't get a version 1.0 out quickly you may lose interest.
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First, plan what core systems you need. Then, get a functional base working. Once you have a basic game, you can expand and refine content.
For classes, I would map out what role each would play and how that is reflected in mechanics. For example, maybe the warrior is the tank and raw damage dealer, thief is evasion and debuff, wizards is AOE and pets, and priest is heals and buffs. To reflect this, warriors get better armor, more health, and more weapon access, but lack alot in "special abilities". To reinforce the tank role, maybe they get abilities like taunt (to draw aggro) and rescue (to redirect monster attacks). |
Just break it down into it's elements. I would create a document somewhere, like in word, that you can organize all of your design concepts. You know it's an RPG with classes, okay, WRITE/TYPE IT DOWN! Whenever you're thinking of engines and formula's, Write them down! Record Everything throughout your entire game development process. It's best to get an idea down on paper before you start going into coding. Often times, when you're building and adding content, you go through a lot of recoding to make various systems re-route into each other. If you want more of less of a checklist, I would create one using this is a very basic list:
1. Process your game on paper 2. Build the Core Engine 3. Formulate the mathematics 4. Refine the Core with the Math 5. Create place-holder icons 6. Create a basic world 7. Refine and work the world 8. Test the world (Return to 7 whenever more changes are needed.) 9. CREATE A FUN STORY - This step is extremely important. If you want your game to draw the masses like moths to a flame, a compelling narrative is the way to do it. It often doesn't matter how the graphics look if the story is good. 10. Hard Beta - This is the point where you basically TRY to crash the program, any way possible. 11. Secure your creation and stabilize the game. (Return to 10 for more hard testing, if it stands up, skip to 12) 12. Replace Placeholder Icons with the real ones! 13. Normal Beta test - Run the game is it will be when it's launched, Fixing bugs along the way. 14. Finish project! Launch day! This is a very general Checklist that I would use when creating a project. You can fill in with sub-categories to target more specific solutions in your own game. - Danbriggs |
As someone whose hard drive is littered with many abandoned, half-finished projects, my most important piece of advice is to strip your concept down to the barest essential features and get that out. If you spend days making your menu systems pretty, before you even start the battle system, you run the risk of running out of steam. If you have a functioning core of a project, though, your motivation is greatly improved. And if not, at least you have something to show for your efforts.
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