nice to hear your a godot supporter as well anyone else think they should fix the errors with rooting like pronto though cause i had a literally timer which is so simple and yet it had a rooting error and wouldnt tell me so i had no clue that all i had to do was make a new one to fix the fact it wouldnt work at all. other then a few stuff like that godot is just amazing prolly the best game engine even though its less powerful.
If you're developing a gameplay-focused 2d MMO, at any point in the future, I heavily suggest checking out Starbreak. It's basically MMORPG contra, it's awesome and should you return to the prototype once you're finished with your current project, you should really look into it.
I think the biggest problem I had with wizbirds 1 was the fact the game wasn’t exactly fun when there wasn’t an active playerbase, so if a bunch of people stopped playing, that would cause a domino effect of more people doing the same. I hope that your new project does not fall into this trap as well
you're kinda putting the game on standards that are like for large MMOs and RPG games. The fact someone thinks like that is an accomplishment for the creator but also kinda screwed up too
Genuinely one of the hardest parts of making an online game as an indie dev. Making an online game good requires that you have somewhat of an active playerbase, and if you're indie, odds are you won't. A lot of it though is just designing the game to work well even if your concurrent player count is low or even if just one person is playing.
I probably say this a lot, but this has to be one of my top Goodgis videos now. I love the little tip section of the video at the end and the style of the art is Wizbirds 2 and Mist & Metal is amazing! This is a great project for after Dewdrop or in between work or the project, can't wait to see some of these games released!
I love your multiplayer series! I think in the game dev community there is a strong opposition to creating multiplayer games as a solo dev/small group, and I love to see you breaking that mold!
This channel has been so inspiring, it's giving me the urge to try to once again create my first videogame. I became overwhelmed with making the biggest and best game, but now I realize that I really need to take my time and start small. Keep it up, and I hope to see and play these future MORPG games someday!
I had some experience working on a personal small-scale MMO rpg game as well, I learned from it and to be honest ,it's one of the best time I've ever had developing a game. Like running around in almost empty world with a friend is so much fun.
This was really interesting to see, seeing how after each prototype yours skills clearly evolved, also sounds like the best plan, finish Dewdrop and then see how you feel and continue with Mist and Metal (if you want to at the time) rather than going back and forth or stopping Dewdrop. Looking forward to seeing more!
I'm seriously trying my best. All of the sponsors are paying for Dewdrop's development, so they are really important right now. With that said, I want them to be as unobtrusive as possible haha
Smash out dewdrop and then you gotta make this a series because the content in an mmo is so vast it's interesting to see all the ideas you will have. Will also be playing dewdrop :P
Would you be willing to do a video or tutorial on how you made multiplayer/login? Ive tried and tried looking and to be honest their official guide really leaves you with more questions than answers
I had to put down my dream game when I 1st started developing. I plan to go back to it one day as soon as I get gud. I am currently at the bottom level of intermediate in my opinion. Experience is golden, I agree
Great video! If you don’t mind me asking, what was the new approach taken for the networking for prototype 3. You mentioned 1 had too little server management, and 2 was basically completely server managed. How did you approach balancing things for the third prototype? Also, just wanna say, I really love your pixel art. I hope to one day get a better handle on the process for my own.
Idea of an MMORPG was my dream but MMORPGs on the market wasn't what I looked for. They felt like their only feature was that they were MMOs. What I wanted was something huge with MMORPG elements such as Skyrim MMO, Dark Souls MMO, Minecraft MMO. So, this project is my life dream. I hope you can make this happen. I want to start an MMORPG project after you. Good Luck. Hope you work this project out.
Does anyone else see how "survival boys" is a version of an old project he stopped working on called "stone and bone," love to see him going back to an old project.
the guy in quora is actually incorrect, the firsxt m does stand for massive, but not in a budget type, but in that all players are connected in the dedicated server at the same time.
So as far as research into making multiplayer games. Starcraft 2 is an example of a game which utilizes the player sending instructions to the server and you end up waiting to see the actions as the server passes the results back. The delay is ignorable because the game does not have the player directly controlling the unit. Factorio is a game which actually does both. By default certain actions like placing buildings and moving ( while not shooting ) are clientside predicted. The prediction has no direct effect on the server, it's purely visuals for the client. The server then sends back the actual results and the player may see items disappear or teleport due to the prediction being wrong. However if the player is shooting, they teleport back and their actions become delayed as prediction gets disabled for combat. Shooters use what is known as favor the shooter. They use clientside prediction. Because of packet delay what the player sees is actually the past. If he shoots a player who is running behind a wall they die, they are the shooter so they get the favor. Whereas on the other end the person feels like they got shot behind a wall. The server is checking if all of the hits landed by looking at the frames or "ticks" at the point in time reported by the player. Things like blood effects are clientside however a player death won't happen until the server has sent confirmation. Basically that's the best way to handle multiplayer to feel good. Allow the client to see their current actions by predicting what should happen, and then having the server report the actual game state and then having the player change to match the state on the server. The server is the authority and they check every action to make sure it was possible at the time in which the action took place. They were at A used attack B in order to hit C all the while looking a the server state for that specific tick.
Goodgis how have you implemented things such as coyote jump, jump buffering and squash and stretch in dew drop? Maybe you can make a video on how you implemented all the juice?
Great video and thanks for letting us know about this it looks great for a prototype and it's great to see you focus on your core project first now that it's so close to being done! As for me with my autism I can't and have many core projects to just focus on one still I'm not everyone and everone is differnt... So I'm glad you figured out a work flow that works for you!
A good game to look at for 2D combat was WonderKing Online, which was sadly shut down a while ago, but it managed to evolve Maple Storys art style and gameplay by actually adding good movement options
No work has been in vain, if you have learned a thing or two or became better. It's a preparation for your "Magnum Opus". Plus, you could probably finish your old games someday (Although I am a firm believer of that what is "finished" is a ticking bomb of failure) 😄
Thank you for this video, it inspired me to boot up Godot and actually make something I like, instead of slaving away in low level hell (C++) and making half-finished stuff that never sees the light of day
Wow I don't know a lot about godot but those prototypes are cool ! But I was wondering (since I don't know much about it), is godot a better option for multiplayers game than unity or are they equivalent?
Glad to see another M(M)ORPG entering the Godot crew! We also enjoy this genre so much that we could not stop us from creating one. Glad to try it out one day! :)