AGS Games Online

Started by kqgamer, Sun 02/12/2007 18:53:07

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subspark

QuoteAdventure games are meant to be played single player
This is simply not true. Cooperative adventures range from titles such as LOTR: Return of the King to mods such as SvenCoop where team mates must progress through admittedly quirky but clever puzzles in order to continue on. Replace your bow and arrow or glock with an inventory and allow your characters different roles for each player to choose from and you have the basic framework for a true cooperative adventure.

QuoteI honestly can't think of any way that multi-player would work
Did you read my earlier post? I tried to lay a few examples out on the table already. :)

QuoteI'm not saying there isn't a way... I just haven't found one yet.
Well for starters, I suggest you play some of the existing cooperative adventure games out on the market. You can be sure they are in the few but the more cooperative games that reach our market the more popular the idea will become. Unfortunately and surprising for some, cooperative gameplay is still considered a new idea by the majority of developers. It's a ridiculous combination of conservative thinking and copy-cat marketing that has kept cooperative gameplay at a seeping rate. This is attitude is evaporating as more and more developers explore non-competitive multiplayer.

Interestingly, but not surprisingly, Gears of War turned out to be a rather large wake up call to developers who were overly cautious about whether or not their money was worth spending on developing cooperative campaigns.
I can guarantee you that this expediential change in attitude will inevitably reach the adventure market. The one we know best that is.

For us, it's either a mountain to conquer or a waiting game.

Paul.

skitzo

#21
Sorry for bringing up an old post but I figured it would be better to use an old post that basically states what I am trying to accomplish rather then make a new post.


I would like to make a Multi-User Dungeon/Online adventure game.

I already have everything planned out in my head of how this would all work but the problem is I don't really know where to begin.

I was hoping to use AGS as my GUI, and implementing my MUDlib script into the game.
Basically making a MUD with really neat interface of graphics and game play.
Also make it possible to use the keyboard (for commands of what you want your character to do) as well as the mouse for scrolling over objects, looking around and/or picking things up, and moving the character around on screen (just like in the spirit of all the good old classic adventure games).

My question is...
Would all this be possible?
I am sure I could work out the entire game and graphics aspect but the Online implementing is something I am not familiar with and don't know how or where to start with that.
Perhaps using RAKNET (http://www.jenkinssoftware.com/) ?


Again I apologize if this post is in anyway an inconvenience and ask that you please direct me to the proper thread/post/


Thanks
- Skitzo

Snarky

It depends on exactly what you want to do. I would expect that it would make sense to take the guts of an existing MUD client, and either port it into AGS, or run it as a plugin.

Radiant

Several MUD systems exist, and most of those are open-source. Google up DikuMud or CircleMud and go from there.

skitzo

#24
Quote from: Radiant on Fri 28/03/2008 01:06:06
Several MUD systems exist, and most of those are open-source. Google up DikuMud or CircleMud and go from there.

I googled DikuMud and got an error on their site but did read about them in Wiki, along with CircleMud.

Quote from: Snarky on Fri 28/03/2008 00:39:54
It depends on exactly what you want to do. I would expect that it would make sense to take the guts of an existing MUD client, and either port it into AGS, or run it as a plugin.


How would I port it to AGS?
What about instead of using the mud script that I have I just start building the game and while doing that write it into the code of the game. That way I wouldn't have to use any type of MUDing scripts at all. Would that work better then trying to port it or make a plug-in for it?

This isn't my original idea and the MUD is out there to play. I simply would like some kind of better game play then Descriptive reading about what a room looks like. So I would fill that portion in with an actual picture while still being an adventure game that the AGS program is meant for.  :)

Take the text base commands like that in a MUD game and implement them into a point-and-click adventure game while also being an online game  ;D


I have a feeling I will have to build my own engine. I was hoping to use a program as simple as AGS to help me out but if I am going to be coding 3 separate things into one then I might as well start from scratch. eh? Anyone play around with 'Game Maker'? I hear you can implement online play into your games with the pro version.
-------


UPDATE:
I thank you all for the replies. Upon further searching of the forum board I have found a wealth of info that just might help in my undertaking.

Thanks to everyone for contributing to this great forum.

- Skitzo

naltimari

Whether if [multiplayer/cooperative gaming] is valid or not, I'm interested in your findings, since one of the items in my to-do list is just searching for alternatives.

I would appreciate if you could post your findings here whenever you have the time, or PM me.

Good luck!

Dualnames

Yes, that would be good. I'd like to make an AGS online game. i just find the plugin suckable.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

skitzo

#27
It really depends on what you are looking for (Just search the board).

I searched for
Graphic programs
Graphical Text Based Adventure Games
and
2.5D Games

Along with a few google searches for alternatives to AGS, such as Game Maker 7 which has multi-player support built into the PRO version but still needs coding to actually work. I even looked into PYTHON (good simple language with powerful results) and RAKNET.

My idea is to make an online MUD using AGS for fine graphical interface and to actually SEE, not read, where you are in the game while still using the keyboard and mouse to interact with the surrounding (keyboard=Commands) Also be able to see other characters that are online and what they are wearing and how they customized their character.


(Something like URU LIVE, that implements /sit, /dance, /wave commands, would be my ultimate dream game but with a Broken Sword 1&2 look and feel.)


Steps should be as followed.

1. Story/setting for game.

2. Creating all necessary components for game.
Such as backgrounds, characters, animation, text, voices, ect...

3. Compiling everything into a playable game.

4. Implementing online code.

5. Online play testing of game.

6. Final release.


If anyone wants to team up to help make such an online game that would be great.
Not to mention how the game would progress faster then if one single person tried to do it alone.


Need List:

1. Programmers (coders).
2. Graphic design and Animation.
3. Story board editors (Whole Team Effort)
4. Text and translation.
5. Music, SoundFX and voices.

I think I got every angle (feel free to add).

It's a massive undertaking, just make sure you ask yourself if you have that kind of time to devote it to the game.


Gilbert

Hmmm, since this is about team recruitment, I wonder if I shall move this post to the AGS Gen., so it can be merged with the Recruit a Team thread (or even, move a portion of the thread to AGS Gen. for discussions). Some of the involvements maybe a bit advanced and technical though, so I haven't made up my mind yet.

skitzo

#29
My Mistake. How do you delete posts?

naltimari

Quote from: skitzo on Thu 03/04/2008 19:15:52
It really depends on what you are looking for (Just search the board).

Sorry if I was not clear enough, actually I'm interested in what you may find related to implementing multiplayer/cooperative gaming INTO ags.

I already use AGS, and I'm already programming my game, I just don't know how I would make my game multiplayer/cooperative, whenever I want to do it. My game is singleplayer now, but in the future, I have plans to make it multiplayer/cooperative, and when that happens, it's going to be online.

I'm aware of the TCP/IP plugin, but that's a bit old and 'stalled', so if there's anything new/active, I would really like to know, and I guess the community would also benefit from the info.

[]s

skitzo


I haven't really gotten around to the online aspect but I am sure a lot of time spent reading will fix that.
I'm sorry I don't have any thing to offer :( I am quite the newbie with all this as of right now.
Like I said above. Try checking out Raknet or python.
I don't know how complicated programming the code for 1 game to sync between 2 computers is..
The thing I would worry about implementing into the game first would be a wardrobe and character builder so everyone doesn't look the same online.

Again I apologize for not having anything this useful to contribute about what you are asking  :(

naltimari

Quote from: skitzo on Thu 03/04/2008 22:24:30
Like I said above. Try checking out Raknet or python.

Thanks, I'll add RakNet to my stack.

Quote from: skitzo on Thu 03/04/2008 22:24:30
I don't know how complicated programming the code for 1 game to sync between 2 computers is...

Well, I never coded an online game, but I can tell you there are a LOT of issues to think of. For starters, you need to choose between a server-based game or a distributed p2p game. Each one has their share of problems.

Quote from: skitzo on Thu 03/04/2008 22:24:30
The thing I would worry about implementing into the game first would be a wardrobe and character builder so everyone doesn't look the same online.

I dont want to sound too harsh, but if you are going to code an online game, your first worry should be if players can play/interact well, then consider how the avatars are going to look like, because this is relatively straightforward to do.

Quote from: skitzo on Thu 03/04/2008 22:24:30
Again I apologize for not having anything this useful to contribute about what you are asking  :(

It seems to me that you are in a very early stage of your game, so take your time.

Actually, your decisions right now should be based on where you want to start from. If you choose AGS, you get yourself an engine. If you choose Python, you've got, well, PyGame and Notepad.

skitzo

#33
Quote from: naltimari on Fri 04/04/2008 00:16:59
Quote from: skitzo on Thu 03/04/2008 22:24:30
Like I said above. Try checking out Raknet or python.

Thanks, I'll add RakNet to my stack.

Quote from: skitzo on Thu 03/04/2008 22:24:30
I don't know how complicated programming the code for 1 game to sync between 2 computers is...

Well, I never coded an online game, but I can tell you there are a LOT of issues to think of. For starters, you need to choose between a server-based game or a distributed p2p game. Each one has their share of problems.

Thanks for that insight (would most likely be on a server).

Quote from: skitzo on Thu 03/04/2008 22:24:30
The thing I would worry about implementing into the game first would be a wardrobe and character builder so everyone doesn't look the same online.

I dont want to sound too harsh, but if you are going to code an online game, your first worry should be if players can play/interact well, then consider how the avatars are going to look like, because this is relatively straightforward to do.

Hmmm... Very true  :) Guess I am just a nit-picker.[/i]

Quote from: skitzo on Thu 03/04/2008 22:24:30
Again I apologize for not having anything this useful to contribute about what you are asking  :(

It seems to me that you are in a very early stage of your game, so take your time.

Actually, your decisions right now should be based on where you want to start from. If you choose AGS, you get yourself an engine. If you choose Python, you've got, well, PyGame and Notepad.



I was thinking of AGS or Game Maker 7 but I'm probably going to go with AGS since the knowledge base and friendly folks here seem much better. I Have known about this site for about 3-4 years now after searching the web for old P&CAGs and although I have only downloaded and played one game in that span I just somehow feel AGS is a better choice and now that I have some more free time to actually start thinking about production of a game I figured this would be a good as time as any to join the forums and root around for more insight on how to make a game.


naltimari

Quote from: skitzo on Fri 04/04/2008 04:26:16
Thanks for that insight (would most likely be on a server).

In that case, you will need to code the server too... I dont know if RakNet provides a server, but it would be great...

Quote from: skitzo on Fri 04/04/2008 04:26:16
I'm probably going to go with AGS since the knowledge base and friendly folks here seem much better.

That's very true... :)

FSi++

...and in the end we'll have some sort of AGSabbo to hang about. Great.

skitzo

#36
Quote from: naltimari on Fri 04/04/2008 16:12:02
Quote from: skitzo on Fri 04/04/2008 04:26:16
Thanks for that insight (would most likely be on a server).

In that case, you will need to code the server too... I dont know if RakNet provides a server, but it would be great...


I should have mentioned this earlier but RAKNET is what the people over at Multi-Theft Auto used to bring GTA online.

Dualnames

I could help around scripting... so pm me if you want me on this.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

skitzo

#38
Quote from: Dualnames on Sun 06/04/2008 22:24:42
I could help around scripting... so pm me if you want me on this.

Any and all help is greatly appreciated.
I am still trying to work somethings out with another game designer at the moment about copyright issues and blah blah blah...
I will probably post in the Gen section under the recruiting if/when all goes through and I am ready to begin production.

FYI. This will be a massive undertaking for the graphics department of this game

Thanks

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