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Dralnu 09-24-2006 04:28 PM

Looking for good programmers
 
Ok, me and this guy (both Gentoo users) are wanting to work on building a MMO*. We have a decent idea of what we want in it, where we want it to go, and what kind of features we want in it. Problem is, we need help.

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Genadu:

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#Graphics and World#
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Currently we are planning on a 3 world system (one fantasy-style/midievil, one modern, one futuristic) that will seem like a virtual world.

3D. This whole game will be 3D hopefully. We plan on starting with a 2d system to get some of the basics to work (communications, some skills, ect.), and then moving on to the 3D.

One thing we want to do with this is make it where it will work on older systems, but yet be capable of "WOW. Linux can do THAT?!?!" kind of responce, yet be able to work on older systems using diffrent settings.

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#Character Creation#
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Detailed character creation. This will hopefully be an ongoing job, so that a player could create as diffrent a person as they want. This may be subject to change in some stances, but thats one thing about developing. Ideas may not be used for various reasons.

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# Combat #
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Factions. Each player will be given the choice to join a faction of their choice and, if they want to, fight along side them in battle, along with other bonuses that have yet to be discussed.

A good, 3 dimentional combat system including, but not limited to: Hand-to-hand fighting, FPS-style combat, along with vehicles ranging from tanks to 'mechs. Current plans with the combat system include running up and climbing walls, weapon combinations (attaching a grenade to a rocket, for instance), and skill sets to give the player something to work towards, but while keeping the personal experiance in the equation (a steadier hand with a sniper rifle may help, but it won't help for figuring the drop on the bullet)

Large-scale battles. Ideally, there will be large battlefields that each faction can fight over, allowing players, NPCs, and vehicles to wage large-scale assaults and battles against each other and their respective strongholds and cities.

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# Social Life #
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Player-owned housing, jobs, and bussnesses. Each player will be allowed to own an apartment if they can afford it, a buissness (bars, shooting ranges, you name it), and will be given the choice to work a job for money (these could range from working for another player, to working for a NPC)

Large, open cities. We are hoping to build large, spacious cities and towns for players to reside in away from the combat, and give them places they can talk, relax, and, if they wish, commit crimes (there will be a police system that will help keep this down so people can enjoy themselves, and add an element of suspence to the player's choosen proffesion)

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# Communications #
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There will be a large-scale chat system (whats a game without a good communication system?), but how to handle this has not been discussed currently to much length. Looking like we will use an IRC-style (or IRC itself) for this, simply for ease of use.

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Things we are hoping for:

Infinte skill increases. This doesn't mean you will be able to easily gain skills until you are godly. Experiance will be on a sliding scale: The higher the level the harder to level. This will let people who play alot become powerful, but those who just talk and mess around will be weak.

Skill degredation. If you don't log on, you're character will grow weaker unless you lock the character. This will not mean you will log off, log back in a month later, and all your skills are set to 0, but you may with, say, marksmanship, drop to 50.

VoiP communications. Players will be allowed to speak in the cities, battlefields, and anywhere they with without using a 3rd party application like Teamspeak. We are hoping to also include a person-2-person calling system in-game.

Open Chat. We are looking at a irc-style chat system, which we may include the ability to log into from an outside source to let people chat with others in the game (say you use an old laptop, and you cann't log into the game, you can still say hello to your friends)

Player Created worlds. This would allow players to add on their own worlds, meaning there could possibly be an infinte number of places to visit, things to see and do.

peer2peer servers. We want to use one main server to "phone home" to, then allow the other severs to handle downloads (this will be a bittorrent-style system. Seems like a good use of anyone who decides to play and runs dial-up), areas (good for dsl/cable users), and maybe more.
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Like I said, this is still in the design phase, so everything isn't decided upon yet. We would like some people who would want to join who are good with:

Networks and p2p systems
programming (language isn't decided upon, but its looking like it will use C/C++, or maybe multiple. That is undecided and we need people with experiance with this kind of thing)
Graphical artist who are good with 3D modeling
OpenGL
Sound systems

there are probably more I have forgotten, but if you wish to join, pm me with your sourceforge sn and some qualifications (would like some examples of work, too. Quality is a key in this ;)). I'll change this post as needed, and when there is more info on the site, I'll simply redirect to the Sourceforge project page to info.

p.s. If a mod needs to move this, alright. I didn't know of a better place to post this.

vibrokatana 09-24-2006 04:45 PM

Feel free to PM me also (Im that other person :P)

Any person who is willing to contribute and help with the project is welcome to join in.

tuxdev 09-24-2006 05:25 PM

Ambitious. If you really want to be able to play this on older systems, you are going to have to throw away 3D and OpenGL. I like 2D games a whole lot better anyway. VoIP is also probably better left to dedicated projects and would also end up preventing older computers from playing well.

Dralnu 09-24-2006 05:30 PM

We're looking at a loooong time before something is released stable. By "older" I ment something like i810s. In a few years, they will be old. With the release of Vista, they will be classified as useless, but support would still be nice to have.

Like I stated, this is still in desgin, so how old will vary, but I'm hoping it will be useable on older systems when it is released.

vibrokatana 09-24-2006 05:53 PM

VOIP isnt really an issue for older systems. All we would need to do is have a SIP server and the clients would connect to fetch the IP for the person they want to talk to.

One way to keep it available to "older" systems is to allow the disabling of the shaders, which will lower quality (alot) but allow the game to be playable.

random guy 09-25-2006 09:45 PM

wow that is a very large task. i would think almost impossible for 2 people to do alone but that is why you are recruiting others too i guess. that idea concept basically is a combination of every type of game there is which will either be possibly the greatest game of all time or a never ending project.

i am still learning programming so i cant help but wish you guys the best of luck and even in 5 years if you pull it off be sure to email me and tell me to make a character...

by the way voip isnt really that important, usually it ends up as a way for little kids to swear as much as they can without reason...

vibrokatana 09-25-2006 09:47 PM

block lists, they work wonders.

Once we get the basics down the development should explode, so to say.

The idea is to make the core game then use scripting to develop the rest of the world. It beats programming each level :P

I just got a email from an Ageia rep this week saying that the linux PhyX SDK will be coming out within the month. Now I will have a new toy to play with :P

Dralnu 09-25-2006 10:39 PM

Quote:

Originally Posted by random guy
wow that is a very large task. i would think almost impossible for 2 people to do alone but that is why you are recruiting others too i guess. that idea concept basically is a combination of every type of game there is which will either be possibly the greatest game of all time or a never ending project.

i am still learning programming so i cant help but wish you guys the best of luck and even in 5 years if you pull it off be sure to email me and tell me to make a character...

by the way voip isnt really that important, usually it ends up as a way for little kids to swear as much as they can without reason...

VoiP is alway one of the best ways to communicate in a fight. Its one of those things that can go both ways.

This will be a never ending project, since something like this is art, and art is never finished, only abandoned.

PingFloyd 09-26-2006 11:26 PM

In my opinion, I would bag the whole VOIP thing. It's just extra work for something that is great on paper but brings a game down in practice.

VOIP is convenient in a action oriented game, but in an mmorpg, I've always found that it tended to detract instead of enhance. It's often bad enough have to hear some of the moronicness of some of the players in an action game. Maybe it will work out better since it's on Linux though since that may filter out a great deal of the morons from the start.

It's just that is VOIP worth the extra effort and focus that it would steal from the work that could go into other more important aspects of your game?

Anyway, that's all based on my opinions. I'm sure you would probably share the same one if you played some of the same games that I have in past that had voice communication (for some reason it seemed like games having a voice feature tended to attract attention starved immature idiots compared to the games that didn't have it.). Blacklisting may solve some of the issue, but it still ends up being an extra hassle that ultimately makes you want to disable voice altogether on your client. Then all that programming work was for nothing. I guess if you're in a clan or something then it's worth the extra hassle since it's something of a necessity though.

vibrokatana 09-26-2006 11:28 PM

VOIP is actually very easy to implement, so its not much of an issue, I have messed with it via the twisted framework in python, its easy as pi to implement.

Dralnu 09-26-2006 11:50 PM

I've seen cases where it would be a bad thing. How it is handled I think will make a diff, though.

If its over an entire area, it could be a bad thing, but if it is rescritect to say, combat units, then its a bonus, least it has been in my experiance.

There is alot to weigh, in that area you are right

random guy 09-27-2006 05:27 PM

maybe we are talking about something that isnt at the forefront. i mean you have to make the game first before you can implment voip into it right? plus may be easier to do the voip stuff after you program some other sound components first. not sure but just a thought.

IDEA: so it is mmorg right? why dont you make it really relistic and haveteh voip only audible within a certain distance from you character and maybe even lose loudness with distance. such that group members can wisper just loud enough for eachother to hear but if they were to talk normally loud they would be heard by unsuspecting opponents.

only thing with that is it has to be in combat areas not towns where lots of people are talking...

Penguin of Wonder 09-27-2006 06:22 PM

So have you guys setup a webpage yet? Perhaps a forum? Or an svn server?

random guy 09-27-2006 07:37 PM

i want to beta test to give me a version fast :)

have you come up with a programming lang. i should say C++, you might as well go with the most popular programming lang from start. you can probably get more people with that than java plux C++ is more powerful than java, python...

TomGibbons 10-14-2006 03:29 AM

I don't really think the 'most popular' programming language has a lot to do with it. You need to choose the right language for the project. Although C++ does look like a good choice.

This is the kind of thing that takes a team of developers, with years of experience, years to complete. You seem overly ambitious. This seems like a 'just for fun' project that never gets past the basic coding layout stage.

But good luck to you


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