![]() ![]() There are many ways to do the networking depending on the tools you use, but the core idea is to build on the PvE prototype. ![]() Implement a very simple PvP prototype using the above ruleset. You can worry about art assets later - concern yourself with making the underlying ruleset work for PvE. If at the end of the process you have some primitive shapes that can engage in combat, use equipment, and level up, you have a GIANT WIN! Sure, it won't look like your end goal, but that isn't the point. You could certainly make a working prototype of your character and combat system. May I suggest that you make a working prototype of each of these game modes/leveling options? While I agree that an MMO is quite the daunting task for a first project (practically but not theoretically impossible), you can certainly implement chunks of the gameplay and eventually combine those components into a working model. I know this may not be what you want to hear but hold on to your dreams, even if it may take longer to get there. ![]() It turns out that there is a lot more to it then that. I used to think that all it took for a game to be fun is a world to play in and stuff to do. The side quests should add to the gameplay, not detract from it. I'm not saying you can't include some of those elements, you just need to make sure the game keeps a definitive focus. If the most enjoyable part of your game is out battling monsters, players will not want to spend most of their time trading and crafting for better weapon stats. But, when you start to craft your game, you need to identify what the core mechanic will be and capitalize on that. After you have had some time experimenting, then you can start to think how all of this fits into a larger game. Then start combining your ideas in interesting ways. Then try to fix what is broken and take what is good and make it better.īy doing more small prototypes you begin to learn what is fun and what isn't. See what is good about the idea, and what isn't. Use Unity, RPG maker, the starcraft II map editor, or even prototype your ideas using physical objects if possible. Don't create any fancy graphics for it and use whatever tool is fastest to try out that one idea. Instead, take one of your ideas, and try it out in a simple prototype. There have been many times where I thought an idea sounded bad, and after trying it out it was pretty good and same with the opposite.ĭon't make a huge list of ideas that you want to put into a single game and then try to make the game exactly how you envision it. Something I learned when making games, ideas might sound good on paper, or might sound bad on paper but once you actually put it into a game you cant really know. ![]()
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