Hey guys, I am new, just signed up
I have been following along with quite a few threads and decided it is time for me to post.
ok so to start off, I do want to make a mmorpg(doesnt everyone?) lol
and yes i do know that there is a ton of stuff involved, and the competition out there is crazy.
with WOW, guildwars, DDO, and lots of others.
I have been programming computers and games since i was 13 (i am 38 now)
I do realize that to get more than 10 - 20 players in a game working together you need some good bandwidth but that would be a good test environment to start off.
ok so to my question. (one thing i love about this forum is that no matter how far fetched someones goals, i haven’t seen anyone flamed lol)
so i’ll toss around a few ideas and realize i am hunting here for some input.
I plan to use postgresql database backend.
the server will auth people’s accounts (user connects to server and server queries the database for thier info.
the flow would be somehting like:
log into server
Get account info from database, characters etc
If there are characters goto character select screen
If there are no characters goto Character creation screen
When done making a character, goto character screen
get character data from database, (zone they are in and position etc);
read mapfile, static objects <<Database
Cache actors from database (load the base models) <<Database
load zone models <<Database
Fade in scene
Request actors and positional/state data from server (Radius around character)
check keyboard input
check mouse input
check GUI events
check game state (environment state) >>Server
check for server messages
I really just want to make a game where you can get quests, kill stuff, do pvp, and have your friends join you and do the same, help you , etc etc.
so i get, and have ideas, on allot of this stuff.
but i was curious as to what type of network model would be best for this type of game.
one of my ideas from my notes was:
Keep zone state, mobs etc, everything about the zone to update clients as
they log in.
Zone objects and static npc’s are built at zone in time.
Client has a radius they can see, requests to move in a direction, and server
updates client position as well as npc/mob locations.
this model would probably require the server to be running the game, and zone(s) to give the clients updates i think.
Also i read the thread on DistributedNode(s)
and i am studying the code David has for the 2 example server/client setup. I love the DistributedSmoothNode (server2) example, that is basically what i am looking for but i have yet to decipher and fully understand what is going on in the code. I will have to look further into it.
so i guess my main question is:
should I use DistributedSmoothNode type network topology for a game that expects to have many players interacting together and multiple zones in play?
Again thanks for listening to my ramblings and welcoming me into your community!