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lokiare if you want some money while programming for PSP. Here look at this.,
http://www.psp-hacks.com/forums/f141...o-psp-t243921/
Fat PSP: 1.50 OFW --> 2.80 OFW --> 3.50 OFW --> 3.80 OFW --> 3.90 OFW --> Pandora --> 3.71 m33 --> 3.90 m33 --> 4.01 m33 --> 5.00 m33-3
Slim psp: 3.90 OFW --> Pandora --> Brick(Somehow?) --> DC v7 --> Still brick --> DC v7 format flash1 --> DC v5 --> 3.90 m33 --> 5.00m33-3
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I saw that, but I think it would take as long to do that as make a PSP MMORPG. Since they use an old version of Direct X and it probably is not structured very well. $100 is not a very good price for that much work. Where a 'free to play' MMORPG has the potential to make as much if not more.
Since we can design the MMORPG to be portable to other platforms by making an abstraction layer between the game code and the API we use (which would probably be LTE Mod). You know call LoadMesh(string filename). Instead of making the four or five calls to the LTE Mod API. Then have the abstraction layer make those calls. So that when we go to port it to windows all we do is change the abstraction layer and the rest works exactly the same. I should be starting my last set of courses in October, so about half way through December I'll be done and able to work full-time on this project (well with my 3/4 time job that is).
One of the other reasons I'm not going to immediately pick up Mercenary Meteoroid is that I'd have to port it to LTE Mod, and that would require me to make a FPS camera. Just more work.
A wise man once said "...what was I saying..."
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so your looking to make a mmorpg that can be moded to play on lte engine?
Please Donate So I Can Buy A Server For My PSP App MediaGrab!

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Originally Posted by
clankfan1
so your looking to make a mmorpg that can be moded to play on lte engine?
No, it would be designed to be cross-platform. In other words it would be able to run on LTE mod, Irrlicht, Direct X, or OpenGL with minimal changes. The changes would only be at the abstraction layer level where it would make a Direct X call instead of say a LTE Mod call.
A wise man once said "...what was I saying..."
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Here is my idea of a basic design:
A medieval fantasy MMORPG (Quite common) where there is no level cap (Not so common). The players will get xp based on how difficult the monster is to defeat based on their (the players) level. If they are within 1 level, then they are moderately hard and the player will get average xp. If they are 1-2 levels lower, then they are easy and the player will get low xp. If they are 1-2 levels higher, then they are difficult and the player will get high xp. If they are 2-3 levels higher, then they are extremely difficult and the player will get extra high xp.
The monsters will "evolve" as they are hunted down and become more and more difficult. For example: say an area has monsters that are level 1. Players go in there and kill all the monsters. Next time they spawn they are level 2, they all get killed, then they are level 3, and so on. After a while of not being killed they go back down by 1 level, then later they go back down another level (after not being killed). This will force players to move around the maps to find different hunting grounds, and will ramp the monsters up for high level players. The high level players will just have to run around killing things in one area until they are a challenge. Each monster in each area will have a minimum level, to help differentiate areas from each other for level purposes.
Items will sell for 1/8th value, so a player is better off not killing newbies since they will likely get no xp and killing monsters will result in faster wealth gain.
There will be bounties. You can put a bounty on other players heads. You talk to a bounty shop keeper in a city and place a bounty. You have to pay the reward amount + 10%. Bounties are cumulative. If 10 players place 100 gold bounties on a single player, then when someone collects that bounty they get 1000 gold. Bounties can only be put on players that have killed you and only once per kill. This will help keep high level players from constantly stalking and killing specific other players, and other various things.
Each town has a core center that is walled in and cannot be destroyed. Players can pay workers to build shops anywhere they want. The player must stock the shops either by themselves or find distributors to create stock. Each time a player buys an item from an NPC shop, they are commissioning an NPC to create the item. Each item takes a specific amount of time to create. This will help keep the economy balanced by not allowing the market to be flooded by a single oddly priced item. Monsters can attack and destroy player created shops. This means if you place your shop at the entrance to a dungeon it will be attacked by every monster that walks by it. Of course you can pay guards to protect it, but there is no guarantee they will succeed.
That's it so far, don't steal my ideas please.
A wise man once said "...what was I saying..."
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Originally Posted by
lokiare1
There will be bounties. You can put a bounty on other players heads. You talk to a bounty shop keeper in a city and place a bounty. You have to pay the reward amount + 10%. Bounties are cumulative. If 10 players place 100 gold bounties on a single player, then when someone collects that bounty they get 1000 gold. Bounties can only be put on players that have killed you and only once per kill. This will help keep high level players from constantly stalking and killing specific other players, and other various things.
Sounds like you thought about this on paper, anyway all these things take alot of work and time. If you have a sluggish team it will fail after a month of working on it, you got a basic idea and it sounds interesting to me(idk is it just me).Go for it i say if you succeed you make the first working mmorpg in 3d for psp or you failed horrorably and lose time that could be spend else where but gain experience so its a win win nothing to lose lol.
LOL. Spoken like a true idiot who doesn't know what he's talking about (just like all your other posts).
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Ok, I think I will. So does anyone know how CS homebrew for the PSP does its network/server side stuff?
A wise man once said "...what was I saying..."
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wait are you going to make it look like the first final fantasys? because if you are then i think i know a program that can help you
Please Donate So I Can Buy A Server For My PSP App MediaGrab!

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No, its going to look like a 3D MMORPG, that will be playable on the PSP and the PC. In other words when you gotta go somewhere, you log out on your PC, then log in on your PSP and continue playing or whatever.
A wise man once said "...what was I saying..."
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Originally Posted by
lokiare1
What's the facepalm for? You do know what the 'free to play' structure is right? If not let me explain. The game is free to play. You can play from start to finish without paying a dime. There is also a shop that you can trade real world cash for in game money and items. This is the 'free to play' structure. They found in some study somewhere that the money being traded for virtual items usually ends up being worth more than a monthly subscription fee.
I understand this would require several people to pull off. As to storylines and interesting stuff like that I have plenty of those as I'm an avid D&D tabletop pen and paper game player. So I have no lack of story telling experience.
Anyone interested?
#1 - When you're saying that you're going to create a full mmo***RPG***(i repeat RPG!!!!), by its self , is a reason
to do a couple of FPs.
Also , after reading your ideas about the design , i had also to do a couple of FPs.
mmo***RPGs*** take insane amount of time to be completed , and requires a WHOLE team to work
for ...year(s).
Unless for you it means : 1 server that handles 3-5 commands , 1 guy running around the world , and a TODO txt file of 999999999.9999999kb.
Please , do not say that you're going to create a MMO***RPG*** , it requires insane amount of work
on tools/engine/advanced server optimizations/sql tools to update the database/crazy amount of text script&art/models/
countless hours on debugging & profiling.
Try to post this in a board that game developers hang around , and you're going to get really nice flame , which
will result in a ban in no time...:-)
#2 -
They found in some study somewhere that the money being traded for virtual items
This will fail , even projects that have high demand (like the n64 emu) hardly even get a donation ,
and you're expecting from the homebrew community to pay $$ for virtual ...stuff ??? N/C.
Anyway , keep dreaming , but don't put so much effort announcing all that stuff , because in the end , eh, you know what will happen...
The already "cancelled" project , will be "re-cancelled" for XXX-XXX reasons.
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