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Building an Indie-MMO (2/2)

More Information about how to build an Indie MMO can be found at our friends website: Indie MMO

4. Don’t twist and turn the asset (beyond its original use)
Im now with uMMORPG for almost a year and met a lot of new and interesting people on the forums, as well as the official uMMORPG discord server. Every now and then I come across somebody who wants to use the asset in a way it was not intended by the original author. For example by adding dynamic,  destructible terrain, custom playerworlds, realtime action combat system, level- and classless systems and so on. Basically, all of these changes are possible if you have the proper skills, time and resources at hand. But those changes are also major modifications that make the asset do something it was not designed for. This is also referred to as a total conversion and is a daunting task, especially if you are lacking high grade coding skills.

I strongly disadvise such an undertaking unless you are 100% dedicated, willing and competent enough to do so. Your plan might start well, but after a while you will run into serious issues as well as the impossibility of receiving official updates, the usage of AddOns and a whole lot of maintenance and compatability problems. Just imagine the amount of content you can create using the time spent on a total conversion in a different way.

If you want to actually finish a game using uMMORPG, stick to what you get and expand the core asset via AddOns (your own, free ones and maybe a few commercial ones). But keep the core aspects like movement, targeting, combat, the world itself, class and level system – as they are. If you plan to re-design any one of these sensitive areas – you might be better writing your own asset from scratch instead.


Warcraft 3 Digimon Total Conversion

5. Don’t get AddOn greedy (use a few selected ones instead)
Another lesson I learned in almost one year of uMMORPG projects, tests and writing AddOns: Some people out there are not satisfied with the number of features the core asset ships with. Of course I agree with that fact, but I also understand that the author is not able to provide each and every feature the community wants to see. Vis (the author of uMMORPG) is in fact adding features to the asset in regular intervals, and a sprawling scene of AddOn developers emerged as well, trying to fill the gaps and expand uMMORPG wherever possible.

This particular situation: “We don’t have every feature we want yet, but we might get that in the near/mid/far future” has lead to a form of AddOn greed that took toll on several developers out there. AddOn greed on the one hand makes you scavenge the web for all kinds of AddOns to put into your project. Trying to get as close as possible to the “next WoW killer” in terms of feature quantity. On the other hand, it causes a stalemate to project development because you go into a “I can’t continue to develop my project unless feature X becomes available” endless loop. By playing the famous MMOs out there (look – so shiny!), some Dev’s become even more AddOn greedy and completely cancel out their own development cycle. Waiting for better days instead of advancing the development of their projects.

My advice: Don’t get AddOn greedy, as you will never ever gonna catch them all. And there will always be new stuff on the market. There won’t be that “golden 1.0 version” you are waiting for. Limit yourself to a few selected AddOns and maybe one unique feature. AddOn greed will put your project into eternal stalemate. Development is the exact opposite of standstill. It means you have to take the destiny of your project in your own hands in a pro-active way.

Comic by http://themeatly.com

6. Don’t think of “development” as a simple asset flip (understand what dev means)
Another thing I’ve encountered several times over the course of the last months is that many people think that game development using Unity 3d is just a simple asset flip. But exactly the opposite is the case – the more assets and technology you have at your hands, the more complex development becomes as all parts must work together in harmony. Just think of every asset as an instrument in an orchestra, your job as a developer is to conduct them to work together in terms of rhythm, harmony, length, volume and pitch.

Amost every day, I encounter people who saw just another asset on the store and want to combine that said asset with uMMORPG. Multiply this by the number of subsystems found inside the uMMORPG asset like inventory, combat, ingame shops, npc dialogues, networking, character progression, enemies and so on and you get a massive list of assets that seem to fit your needs at first.

But you should be aware, that all of those assets are standalone and where not designed to be used as part of the uMMORPG asset or a networking environment. This means, all assets require professional coding to integrate them into your uMMORPG version. Now each and every asset was written by an individual, with individual goals and a individual coding style.

If you go that route, your job as a developer will be far more than just a simple “asset flip”. You have to understand (that means “learn”) each asset as well as the uMMORPG assets code in order to bring the loose ends together. As 99% of those assets are not plug-and-play-able in the unique “MMO client/server networking environment that uMMORPG is” – you will need a solid skill set and a couple of hours per asset to make that work with uMMORPG.

In theory, it sounds so cool to simply dump the “Third Person Controller” into your uMMORPG3d project and have immediate access to all of its features with 0 coding involved. In practice it’s more like opening the gates of hell (alongside a 75$ waste)…

 

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