MMORPG alone (2d stalker)

Hey guys! The text below will tell you about how I developed my MMO game about stalkers, artifacts, emissions, and bikes around a fire for two and a half years.



It all started with the fact that, for the first time in my life, I was able to transfer information from one device to another, using sockets. Pressing the touch button on the smartphone screen made the black box on the laptop monitor move. My joy knew no bounds. This is some kind of magic, I thought. It was immediately decided - "That's it, I'm doing an online game." Since I'm a fan of the stalker, the question - “What kind of online game?” Did not even stand. About the fact that games are not easy to make, I knew. The fact that doing online games is not very easy, I guessed. But at that moment, intoxicated by joy and inspiration, I did not attach the slightest importance to it.

And the development has begun. Since I don’t know how to draw, the question immediately arose about the graphics. And the answer to this question was found. Once upon a time, on the old push-button phones (j2me), an independent enthusiast developed the game “Zone of Aliation”. If to describe the game in a nutshell, then this is a 2D stalker for mobile. The graphics from this game were perfect for my project. I contacted the author of the graphics, Pavel Shevelev, and asked for permission to use it in my game. Paul did not refuse and even drew something else, for which many thanks to him.



Further it was required to write code. Moving a black square is one thing, and making a full-fledged game is another. If you drive in the search engine - “How to make an online game?”, You won’t find a specific answer that could even help a bit. The information in RuNet about this cat cried, but about the examples I generally am silent. But I nevertheless managed to find information on Habré about video lectures by Vitaliy Chibrikov, which told how to write a server for an online game. Having thoroughly studied all 9 lectures (one lecture lasts about two hours on average), I still managed to build a strong skeleton of client-server interaction on my basis for my future game. If it weren’t for Vitaly, I would not have achieved such a result, for which many thanks to him. A few words about the technologies that I used - the server is written in java, the MySql database, netty network connection. The client is also written in java using the libgdx framework.



Having the graphics and the data transfer mechanism, the most “simple” remained - to make a game. To start, he made a location. Then he added a game character, taught him to walk. Then he screwed the change of day and night, plus weather effects. Then he created the first mob - a hog. Then he added shooting so that this boar could be killed. Then he made pvp so that it was possible to kill not only boars, but also other players. And now there is something remotely resembling a game. It would seem that there are practically no gaming functions, but it took a lot of time to implement all of the above. Everything was complicated many times by the fact that this is an MMO game. Almost any action you make in the game should be seen by the players around you. At the initial stage of development, the server crashed from each sneeze. Almost every day, I came across a bunch of problems and errors. Before the start of development, I could not imagine how many problems I would have to solve. But the development went on slowly and the game developed.



Until a certain point, testing was conducted only on my personal PC. Both the server and several copies of clients were launched on the same machine and communicated with each other through localhost. But as the project developed, the thought came to me more and more often: “Isn’t it time to show the game to people and arrange real testing with live players?” And at one point, I decided it was time. I rented iron, the minimum configuration with Linux on board. I downloaded my server program there, and after a new portion of hemorrhoids and dancing with a tambourine, the server started successfully. "Wow!!!" I thought, it works. The first person to enter the game was artist Pavel. We ran around the map, chatted, and shot boars. After which I was pleased and happy that everything was working, and started developing with a vengeance. The days passed the game grew and developed, about once every two weeks I held an open test, during which anyone could play and test new features. Sometimes the counter of online players exceeded a hundred. It was a great time, I created a virtual world that lived according to my rules and laws, during testing I felt almost like a god. Sometimes I went to the server and simply watched the players, they run there, talk, quarrel, reconcile, create clans, fight, collect artifacts, break into anomalies, obediently wander around the houses during the release. And how many interesting stories happened in the game! I remember that some guys declared themselves bandits and knocked down the loot for entering a certain location. Those who refused to pay were shot (including me). Or one time, a group of stalkers during an ejection,



At the moment, the game has implemented: 20 locations, day and night, rain, pvp, pve, 3 types of mobs with different behaviors, massive mob attacks on the base, 1 raid boss, 13 artifacts with different characteristics, 8 anomalies with different effects, bolts for searching and defusing anomalies, 8 quests, experience system and leveling skills, stalker pda, radiation, emissions, groupings, war of groupings over territories, npc who can shoot at mutants and hide from emissions in houses, backpack and item system, trade with npc and players, 9 types of armor, 7 types of weapons, anoma detector a radiation detector, a guitar, plus about 15 different items, and of course the opportunity to sit by the fire and chat with other players. I would also like to dwell on the method of extracting artifacts. Artifacts are born after ejection in anomalies, and initially not visible to the player, in order for the artifact to be raised, it is necessary to fulfill a number of certain conditions unique to each artifact. For example, in order to get the “Blood” artifact, it is required that the second-level anomaly of the electron, when triggered (bolt throw), comes into contact with the anomaly of the acid cloud (flies along the map in an arbitrary direction). Or, to get the “Heart”, you need to use the “Blue” artifact (creates a new anomaly) so that the new anomaly gets into the anomaly momentum, plus the lack of sunlight is required, that is, the artifact can be obtained only at night. the acid cloud was in contact with the anomaly (it flies along the map in an arbitrary direction). Or, to get the “Heart”, you need to use the “Blue” artifact (creates a new anomaly) so that the new anomaly gets into the anomaly momentum, plus the lack of sunlight is required, that is, the artifact can be obtained only at night. the acid cloud was in contact with the anomaly (it flies along the map in an arbitrary direction). Or, to get the “Heart”, you need to use the “Blue” artifact (creates a new anomaly) so that the new anomaly gets into the anomaly momentum, plus the lack of sunlight is required, that is, the artifact can be obtained only at night.



I worked on all this for more than two years, but all the salt in that content is enough for three or four days, after which there is simply nothing to do in the game. Because of this, the number of players in the game was gradually decreasing, and I understood more and more clearly that I simply could not finish the game. I spent a lot of time on development, but it seems I did not finish the project even by half. I think that I have achieved a good result, but still I have to face the truth - it is impossible to create a full-fledged MMORPG alone or almost impossible. I tried to find another programmer, but there are not many people who know java perfectly and have experience in developing client-server applications. Yes, and few people want to understand my code, since it was written far from perfect, and most importantly, there are many, many, many really direct ones.

Here is such a story. Project team in vk - Project zone 2d online .

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