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Looking for talented people for a persistant world mmo (Forums : Recruiting & Resumes : Looking for talented people for a persistant world mmo) Post Reply
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Jan 31 2013, 2:13pm Anchor

I am currently looking for talented people in
scripting/coding
art
3d modeling and animation
network coding

this is an idie game being built with unreal the game has a medievel fantasy setting in the action rpg genre i as a designer want to innovate the mmo genre and really push the limits of what an mmo can and should be so if you have extra time on your hands and feel as i do pm or message me here

Feb 1 2013, 3:30am Anchor

What kind of desinger are you? 2 d / 3d or system designer

ambershee
ambershee Nimbusfish Rawks
Feb 1 2013, 5:13am Anchor

You're aware that UDK's network layer can only support a maximum of 64 concurrent connections, right?

Feb 1 2013, 10:59am Anchor

im primarily a gameplay mechanics and level designer but I branch out and learn anything i need to i am also a novice programmer 

and no i did not know that i have been trying to figure out what engine will work best and have been messing around with many in the past few weeks what would you suggest for mmo development specifically one that will use a shard servers system

ambershee
ambershee Nimbusfish Rawks
Feb 1 2013, 11:02am Anchor

There is no easy way to build an MMO - they are far too technically challenging to throw an out of the box toolset at. With no development experience, your chances of pulling such a game off are close to nil.

Generally MMO platforms are built entirely from scratch with the unique requirements for that game in mind.

Feb 1 2013, 11:18am Anchor

well i know that i am mainly looking for an easy to use front end the server architecturei know i will be required to be built up around the game to support its needs but i am more looking for one that would be easier than others to build the server up around

Feb 1 2013, 1:11pm Anchor

you do know that you will need a cloud saving system, an engine capable of hosting hundreds of players, an internet connection able to host hundreds of players and much, much experience in game development. if this is your first project, as I guess it is, you are very likely to fail
just look at the big developers that make mmos and they can still fail. very few of them are successful.

just start with something simple first

also, a little tip : care for your spelling and punctuation when trying to reach potential team members as this seems very amateur. a design document would be very helpful too

Feb 1 2013, 2:15pm Anchor

I am aware of these things I know the statistics of these type of projects this is to be my first big project however there is a plan that is to get the game in a prototyped demo and then work with a producer to finish the project as for the spelling sorry I am on my phone on break at work

Feb 7 2013, 5:49am Anchor

My friend is good at coding . Can you please provide your email id ?:)

Feb 7 2013, 6:31am Anchor

Most small teams don't have a gameplay mechanics and level designer, design roles are nearly completely useless in small teams. What other games have you made before? You should also consider the fact that UDK's network code cant do mmo's.

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Someone wrote:Her?
lancer611
lancer611 Professional Software Developer
Feb 7 2013, 7:30am Anchor
figalot wrote:You should also consider the fact that UDK's network code cant do mmo's.

Not that I support the idea of doing mmos with a small team (or even with udk), but your statement is not true.  The 'world' could be broken into sectors which are instanced, such that whenever more than 64 players are in that sector, it creates a 2nd version of that sector to hold the additional players.  If more players come,  just continue to make new copies of the sector to handle the overflow.  It might not be the best design, but it would work.

--

Controlling complexity is the essence of computer programming.  --Brian Kernigan
Game I was paid to make - Play.google.com

Feb 7 2013, 7:43am Anchor

That's actually really smart. But crazy complicated.

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Someone wrote:Her?
ambershee
ambershee Nimbusfish Rawks
Feb 7 2013, 7:44am Anchor

It does however require a colossal amount of network bandwidth and processing power to handle it that way; more than a conventional MMO would require for the same number of players. UDK just isn't a good setup for an MMO. It also raises other interesting problems - if you want to join your friend in one game location, and that location is full, you'll end up in a different instance.

lancer611
lancer611 Professional Software Developer
Feb 7 2013, 8:08am Anchor
ambershee wrote:It does however require a colossal amount of network bandwidth and processing power to handle it that way; more than a conventional MMO would require for the same number of players. 

True, but perhaps the benefits of UDK could outweigh these negatives, for certain people.  Especially considering how easy it is to make games with UDK, and that there really isn't a free alternative that comes close to stacking up.

ambershee wrote:UDK just isn't a good setup for an MMO. It also raises other interesting problems - if you want to join your friend in one game location, and that location is full, you'll end up in a different instance.

I agree with you, but I felt that it needed to be clarified, and it never hurts to help people think outside the box.  However, that is basically what World of Warcraft does, just on a much larger scale.  Their realms are the equivalent of the sectors I mentioned, except with the sector idea you aren't locked into one sector (as you are with realms in WoW).  The friends problem actually has an easy solution, just move them to an open sector when they join a party, and continue to move them together between sectors.  

I'm not saying that I would make an mmo with UDK, but I also don't want to promote closeminded-ness.  If a good programmer wants to use UDK for an mmo, he could certainly figure out how to make it work.  My personal advice though, would be to go with an engine that you don't have to fight with, but instead helps your game development.

Edited by: lancer611

--

Controlling complexity is the essence of computer programming.  --Brian Kernigan
Game I was paid to make - Play.google.com

Feb 7 2013, 12:59pm Anchor

thats.actually good problem solving to the problem however the technicality with that just seems like to.time consumimg as it would require less time for everything else appreciate the responses by everyone everytime i get a chance to learn new ways to do things and new ideas its a good day.

however i am putting this design to the side for awhile to work on a much more simple game but fun and am still looking for peopl to help for royalitys when project is completed and generating income it is a rts with mmo elements i will put more details in this thread later

sincerly
Travis and Reason Interactive

The new rts mmo project i am switching too will be a medievil fantasy setting with a territorial pvp map to allow players to create their own stories and conflicts with a dynamic clan system and with features such as alliance making between groups of clans

I would like to use the unity engine do to the speed and ease of development as well as the crossplatform capabilities

I will need a modeler / animator
programmer c# or javascript (knowledge of network programming a plus)
and an artist
if you do not do any of these but still would like to help pm me with your skills and any examples of previous work and im sure we can use the extra help

anyother questions feel free to pm or post on the thread and i will get back to you as soon as possible

sincerly
Travis

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