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View Full Version : What it takes to a Darkfall developer, hell any developer.


mutantmagnet
07-14-2008, 11:02 AM
If you were ever interested in game design this post-mortem on an indie game (http://www.devmaster.net/articles/mmorpg-postmortem/part1.php) can be enlightening. It will atleast be mildy entertaining.

Some of it is filled with lulz.

Initially, we wanted to prevent 'stupid people' from logging in to our game. So we used a little trick: ...But many people didn't read the license anyway, so the first update gave them a hint, in case they couldn't connect to the server (just read the god damn license). Of course, not even with that hint there some of the players couldn't bother to read the license, so I guess we overachieved our goal (of not letting ignorant people playing our game). Eventually, a few months later we removed that trick, because we were losing too many players, and that wasn't really good.



In fact, before adding the combat, even though we had a big, red bold text on the download page stating that the game has no combat, people were still downloading, and their fist question was, invariably, "How do I kill something?".



Some of it is heartwarming

The thing is, by that time, we spent more than 8000 hours of work for the game, so even a Burger King job would have paid off better. Nevertheless, the donations proved to us that the game is somehow viable, and some people like it enough so that they will donate some little money to help us.

The biggest map had about 32K tiles, more than 5K 3D objects and more than 3K 2D objects. When one of our players, Moonshadow, offered to help with some map-making, we were, of course, very happy. He was very skilled, and soon after he became the head map0maker. Before having him in the team, we had three maps: the starting map and two other maps connected via portals from the first map. This was a little awkward, as the world had no consistency. 'Moonshadow' changed the way the maps were linked, making a "world map", where each map was a part of a big continent.


Some of it is both

...; so in February we got the first place and became the Game of the Month. It wasn't easy to win; our newbie helpers and admins were broadcasting a message every hour to everyone in the game to go and vote for us. They became so used to do it that few continued to do so even after we won, which was unnecessary since you can't win that title more than once per year.

paade
07-14-2008, 11:58 AM
full loot?

Slaker
07-14-2008, 02:32 PM
cool man.

Darq
07-14-2008, 06:55 PM
interesting read

especially

I realized that making a scripting language would take a lot of time, and most likely it won't be as good as a mature scripting engine. After all, we are a team of game makers, and we had to focus on the game. The next few weeks I had to evaluate a lot of scripting languages. A lot of people recommended Lua, but after looking at it's syntax and other characteristics such as speed in addition to how easy it is to embed it, I decided against it. I also considered PHP, but there was no good documentation on how to embed it in an engine. Besides, it wasn't as fast as I wanted it to be. There were a few scripting languages that I liked, such as some interpreted C library (that had a VM as well), but the license was a problem: it was GPL, and we couldn't live with the GPL license. Java and JavaScript were also considered, but I didn't really like Java, and there were also some reports about security problems and speed issues.

After evaluating all the options, I remembered that a few years ago an ex-colleague of mine told me about 'Small', a C-like, typeless language. After reading it's manual, embedding guide and so on, I have decided to use it. Embedding it into the engine was extremely easy, which took only a few days to link it with my engine, and another few days (maybe a week) to write all the C wrappers for the functions that I needed the Small script to call. The scripting language was meant to serve 3 objectives:

1. Make it easier to write quests.
2. Have the quests out of the game engine, so if we sell a license of the game, the people that buy the license will be able to make their own quests, without having to wade through thousands of lines of code.
3. Making it more secure for the quests programming. If there is a bug in the C code, that can easily crash the entire server. If there is a problem with the Small script, the consequences are far less drastic.


I'm still undecided on what i will make but i know that i will make something.
But i was already thinking about scripting and share his views. LUA looks awful, php isn't documented and writing your own scripting engine is too much work, so I'll take a look at Small (It's called PAWN now).

Milo Hobgoblin
07-14-2008, 07:55 PM
Very interesting article.. amazing how much he accomplished.

I cant even fathom the work it must take to creat an MMO from scratch.. whats more amazing is his initial client being written in ASM.. LMFAO!! Thats hard fucking core right there