DM is a programming language for the creation of multi-user worlds. By `world' I mean a virtual multi-media environment where people assume personae through which they interact with one another and computer-controlled objects. This could take the form of a competitive game, a role-playing adventure, a discussion board, or something we haven't even imagined.

Frequently, the terminology of a role-playing game is most suitable: humans are PCs (playing characters) and computer-controlled personalities are NPCs (non-playing characters). The virtual embodiment of a player is often called an avatar. The game rules are written in DM and faithfully carried out by the computer. These define what actions players may instruct their avatar to perform, what effect these will have in the game, and any other events that may happen as time progresses.

To understand the mechanics of the system fully, it is helpful to know a few simple terms. Computer programs that operate over a network are often divided into two parts: a client and a server. In this case, the client is the program that players use to enter commands and see what happens as a result. In other words, the client handles input and output. The server is the program that runs the game, carrying out the rules defined in the DM language. The game designer writes these rules in a third program called the compiler. This reads the DM program (known as the source code by programmers), checks it for grammatical errors, and generates a more compact, computer friendly, file known as the byte code or binary. It is this file which the server reads to see how to run the game.

So there are three main programs: the client, server, and compiler. We call these Dream Seeker, Dream Daemon, and Dream Maker, respectively. (The word daemon is just another (more fantastical) word for server.) As a whole, we refer to this collection of software as BYOND, which stands for Build Your Own Net Dream--an apt description of its purpose and also of how far it has wandered beyond our original plans. But that is another story!

Every introduction to a programming language must begin with the same example. Call it destiny, inevitability, or pure chance; it is rather uncanny that the name of the universal introductory example is hello world. Spooky, no? That's exactly what happens in this example--we say hello to the world.

Frequently, the terminology of a role-playing game is most suitable: humans are PCs (playing characters) and computer-controlled personalities are NPCs (non-playing characters). The virtual embodiment of a player is often called an avatar. The game rules are written in DM and faithfully carried out by the computer. These define what actions players may instruct their avatar to perform, what effect these will have in the game, and any other events that may happen as time progresses.

To understand the mechanics of the system fully, it is helpful to know a few simple terms. Computer programs that operate over a network are often divided into two parts: a client and a server. In this case, the client is the program that players use to enter commands and see what happens as a result. In other words, the client handles input and output. The server is the program that runs the game, carrying out the rules defined in the DM language. The game designer writes these rules in a third program called the compiler. This reads the DM program (known as the source code by programmers), checks it for grammatical errors, and generates a more compact, computer friendly, file known as the byte code or binary. It is this file which the server reads to see how to run the game.

So there are three main programs: the client, server, and compiler. We call these Dream Seeker, Dream Daemon, and Dream Maker, respectively. (The word daemon is just another (more fantastical) word for server.) As a whole, we refer to this collection of software as BYOND, which stands for Build Your Own Net Dream--an apt description of its purpose and also of how far it has wandered beyond our original plans. But that is another story!

Every introduction to a programming language must begin with the same example. Call it destiny, inevitability, or pure chance; it is rather uncanny that the name of the universal introductory example is hello world. Spooky, no? That's exactly what happens in this example--we say hello to the world.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Related Articles

A new video by Marco1212 showing off some spells and NPC stuff.


This week's batch of updates focused more on loot and making higher-tier parts of the game more accessible, as well as giving subscribers a bit more stuff to utilize (to offset the amount of non-subscriber gear I added with the last update).

Subscribers also no longer have to pay to utilize the Rift Mages (fast travel), and Spawn Changer NPCs.

None of this subscriber equipment is stronger than any non-subscriber equipment, it might just look a little cooler. It's actually on par with non-subscriber loot of the same tier. I have no plans to ever make subscriber-only items more powerful than non-subscriber items, the main benefit of using them over other weapons will usually be a cosmetic one. The Rift Mages and Spawn Changers can be made free by non-subscribers using in-game means if they find the right items.

The most noticeable change (that higher leveled people will see) is the dramatic weakening of the dragon enemies in the game, initially they were made so strong to encourage groups to fight them but as time went on it became more and more obvious that even groups were struggling with them, so I've reduced their stats across the board but gave them an area-of-effect spell to compensate a bit.

Another big change to how monsters work will apparent to everyone, the reduction of their regeneration rate from 30% to 5%, higher leveled enemies with a ton of health were simply regenerating faster than they could be handled. This change applies across the board to all enemies though, so even weaker enemies who didn't regenerate too quickly will slow down as well. This change also increases the inactivity timer for monsters to regenerate to their full health instantly to over five minutes.

It was also pointed out to me that most of the gear set bonuses for gear obtained from loot and not from the shops were pretty terrible, so most set bonuses have been improved to fall more in line with similarly tiered sets from the shops.

There's also been about a dozen new pieces of equipment added as loot, both subscriber and non-subscriber.

I also finally got around to fixing the Siren race up, as the RP version's method of handling them simply didn't work, the sub-race aspect was basically impossible to utilize on Battlegrounds without dramatically complicating the process the RP version used for it. So instead I've removed the choice of a passive from Sirens made Attunement provide a bonus to all three elements (fire, lightning, darkness, light) at a reduced rate. They've also been given a -1 cost to all spells in the water tree to make up for the loss of their resistance passives. I'll also be working on improving their benefits with time, this was simply the least involved means of getting them back into action.

The game has seen some pretty decent activity lately and it's made a lot of the aspects of the game people couldn't enjoy with a low population much more fun and involved.

The game's standalone is also available to play the game without having BYOND installed, or having to view an ad each time you join.

Now, moving from updates that are already done to updates that are upcoming, the PVP Arena's core code is mostly finished, I'm just struggling to get the map side of things done for it (due to having to piece it together using some really hacky methods since this computer crashes loading BYOND's map editor and FastDMM). It'll go live as soon as I'm able to get the map stuff done for it, with or without a proper UI in place.

The Player Marketplace is also fairly far along core-code wise and is mostly waiting on me to finish up the UI and add the metric tracking stuff.

On the combat side of things I have two new dungeon areas nearly ready to go live, and the boss of Grub Cave is finally ready to go live once I finish mapping out the boss room. The much anticipated Elemental Cave, which contains both elemental Yokai and elemental Dragons is about half done, and the Church of Man dungeon in Whispering Willows is about 80% ready to go live.

Neither of the new dungeons will include a boss fight right away, but they'll both have one added when they've been completed (dungeon bosses will all be unique in programming and patterns, so I want to make sure they get some good attention when I do them). Both dungeons will go live with a few new gear sets, some new weapons, and various other items as rewards and loot.

I'll also be adding more loot to existing enemies in an upcoming update, as well as improving the existing loot tables on some of the stronger monsters to make it less depressing when they do finally do a loot drop.

Eternia: Battlegrounds Eternia Installer

Shinobi Online Early Alpha

Shinobi Online Early Alpha

News

We are now hosting private servers and have an official Discord Channel! Interested in following the game's development closely? Want to join the development...

Pokemon Atom - Get ready for release!
Pokemon Atom

Pokemon Atom - Get ready for release!

Pokemon Atom

Finally found a world-designer, the game is now ready for release!

Azusa: Battle of Gods v. Alpha 5.0
Azusa: Battle of Gods

Azusa: Battle of Gods v. Alpha 5.0

Azusa: Battle of Gods

Poseidon, Athena, Zeus, Pandora and Hades are in a Great War to define the destiny of Humans! What side is yours? (Inspired by Knights of Zodiac, Saint...

Land of Fire Devlog #34
Land of Fire

Land of Fire Devlog #34

Land of Fire 3 comments

Last week we've started adding in content that will be premiering in the trailer for LoF's Square Enix Collective entry!

Add game Games
Kage: Rise of the Tengu

Kage: Rise of the Tengu

Adventure

Kage no Odori (translated as Dance Of Shadows) is an action adventure game with focus on pvp,pve and exploration / gathering.

Azusa: Battle of Gods

Azusa: Battle of Gods

Role Playing

Poseidon, Athena, Zeus, Pandora and Hades are in a Great War to define the destiny of Humans! What side is yours? (Inspired by Knights of Zodiac, Saint...

Eternia: Battlegrounds

Eternia: Battlegrounds

Party Based

Siege cities and participate in dynamic events in this open-ended MORPG.

Pokemon Atom

Pokemon Atom

Adventure

Pokemon Atom is an online Pokemon MMORPG. Play with friends like never before: Online, with a new story-line, fully customisable trainers, 2 generations...

Shinobi Online

Shinobi Online

Role Playing

Shinobi Online is an online 2D MMORPG inspired by Naruto. After defeating what was the greatest ennemy in the ninja world's history, a new generation...

Land of Fire

Land of Fire

Adventure

An atmospheric, anime inspired shinobi role playing game set in a fictional world of Feudal Japan.

Shinobi Sensou Online

Shinobi Sensou Online

Role Playing

Shinobi Sensou Online, a 2D RPG game inspired by the concept of the Shinobi World of Naruto. The game is currently playable and ready for its pre-alpha...

Legend of the Destined

Legend of the Destined

Adventure

A 2D multiplayer game full of quests and monsters and a wide world to explore.

Mahou Academy

Mahou Academy

Adventure

Mahou Academy allows you to play the life of a mage who is tasked with restoring a fractured universe, one spell at a time. Fluid battle casting gives...

Spirit Saga : Origins

Spirit Saga : Origins

Adventure

Spirit Saga : Origins is an action-adventure game with RPG elements. Utilize your unique powers to smite the Gaia Beast threat, alone or with friends.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Platforms
Windows, Mac, Linux
Company
BYOND
Contact
Send Message
Homepage
Byond.com
Licence
Public Domain
Release date
Engine watch
Follow
Share
Community Rating

Average

8.4

10 votes submitted.

You Say

-

Ratings closed.

Highest Rated (2 agree) 10/10

It is a good engine that is easy to learn and understand, however it comes with certain issues one can expect from such an 'old' engine. Performance-wise the engine performs great and most issues can be completely worked around if done properly.

Dec 31 2014 by laser50

Embed Buttons
Link to Dream Maker by selecting a button and using the embed code provided more...
Dream Maker
Statistics
Rank
112 of 883
Last Update
Watchers
6 members
Games
14
Files
12
Articles
40
Reviews
4
You may also like
RenderWare
RenderWare Commercial
WOLF RPG Editor
WOLF RPG Editor GPL
Unity
Unity Commercial
Unreal Engine 4
Unreal Engine 4 Commercial
M.U.G.E.N
M.U.G.E.N GPL
CryENGINE 3
CryENGINE 3 Commercial