I’ve Secretly Been Working on an MMORPG

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In this lesson, the author shares their journey of secretly developing an MMORPG, driven by a passion for the genre and a challenge posed by a Quora user. After facing setbacks with previous projects due to limitations of the Construct 2 engine, they transitioned to the Godot engine, creating multiple prototypes, including a survival game and a side-scroller, while learning valuable lessons about game development, networking, and security. The author expresses gratitude for community support and looks forward to completing their current project, Dewdrop Dynasty, before revisiting earlier concepts.

I’ve Secretly Been Working on an MMORPG

For the past few months, I’ve been secretly developing a Massively Multiplayer Online Role-Playing Game (MMORPG). My motivation? Someone on Quora claimed it was impossible, and I have a deep passion for MMOs.

Past Experiences with Game Development

In the past, I created two MMORPGs, but both projects were halted due to limitations with the game engine I was using, Construct 2. This engine, which relies on visual scripting and HTML5, is more suited for browser games rather than complex multiplayer experiences like World of Warcraft. The games I developed were plagued with glitches, lag, and scalability issues. Despite reaching out to the creator of Construct for network support, we received little assistance, as most developers using Construct focus on mobile apps rather than multiplayer games. This experience was discouraging and led me to take a break from online game development.

A New Beginning with Godot

After pausing work on my second game, Whiz Bird, I promised the community that we would rebuild it using a more robust game engine. I then started working on a new project called Dewdrop Dynasty using the Godot engine, while also launching my YouTube channel. As I delved into learning Godot and creating smaller projects, I eventually felt ready to tackle online networking.

Prototyping New Ideas

Over the course of two years, I developed three different prototypes. Let’s explore the first one, a 3D survival game titled Survival Boys. In this game, players control quirky tribal robots known as Uggaboogians. The objective is to survive as many nights as possible in a team-based environment, protecting a totem from destruction. I even included dinosaurs and other intriguing creatures. Surprisingly, I found online networking in Godot to be quite manageable.

Initially, I intended to recreate my old MMO fantasy world in a 2.5D style, but I ended up crafting a survival game instead. After two weeks of dedicated work, I had a functional online game. However, my focus shifted back to YouTube, and I couldn’t continue developing it. Survival Boys taught me important lessons about game development, particularly in server calls and security, which I aimed to improve in my next prototype.

Developing Whiz Birds 2

For my second prototype, I aimed to create Whiz Birds 2, a polished side-scroller game. I spent weeks researching and learning about game development, which enabled me to create a stable prototype. I reimagined the art style and introduced a customization system for players to design their ideal bird. I also revamped the combat system to be more intuitive.

However, I encountered significant lag and disconnection issues due to network security. Every player action required server approval, which, while secure, was inefficient for networking.

Creating Mist and Metal

My third prototype, Mist and Metal, focused more on gameplay than visuals. I wanted to build a proper fantasy world with human characters, drawing inspiration from various games to create intense and exciting combat. Starting with basic artwork and characters, I added movement, hats, a chat system, and combat mechanics. After extensive testing, I fleshed out the world, creating a medieval fantasy setting with a leveling system and visual effects to enhance the game.

This project has been one of the most enjoyable experiences in my game development journey. However, managing multiple projects proved mentally challenging, so I decided to focus on completing Dewdrop Dynasty before returning to Mist and Metal.

Looking Ahead

I am grateful for the support from the Whiz Birds community and look forward to revisiting the world of Sheer Luck Forest once Dewdrop is complete. A huge thank you to my patrons for making these videos possible. Stay tuned for the future of Mist and Metal. See you next time!

  1. What motivated the author to start developing an MMORPG, and how did their past experiences influence this decision?
  2. Reflect on the challenges the author faced with the Construct 2 engine. How did these challenges shape their approach to game development?
  3. How did the transition to the Godot engine impact the author’s game development process and outcomes?
  4. Discuss the lessons learned from the development of Survival Boys. How did these lessons influence subsequent projects?
  5. What were the key improvements made in Whiz Birds 2 compared to the author’s previous projects, and what challenges did they encounter?
  6. How did the development of Mist and Metal differ from the author’s earlier prototypes, and what aspects of this project were most enjoyable for them?
  7. Consider the mental challenges of managing multiple projects. How might these challenges affect a developer’s creativity and productivity?
  8. What insights can be drawn from the author’s journey about the importance of community support and patronage in independent game development?
  1. Game Engine Exploration

    Explore different game engines like Godot, Unity, and Unreal Engine. Compare their features, strengths, and weaknesses, particularly in the context of developing MMORPGs. Share your findings in a presentation or report.

  2. Prototype Development Challenge

    Create a simple game prototype using Godot. Focus on implementing basic online networking features. Document your process and share your experiences with the class, highlighting any challenges and solutions you encountered.

  3. Networking and Security Workshop

    Participate in a workshop focused on online networking and security in game development. Learn about server-client architecture, data synchronization, and security best practices. Apply these concepts by improving the networking aspect of a simple game prototype.

  4. Art Style and Customization Project

    Design a unique art style for a game concept and create a customization system for characters. Present your designs and explain how they enhance player engagement and contribute to the game’s overall aesthetic.

  5. Game Development Retrospective

    Reflect on a past game development project you have worked on. Analyze what went well, what challenges you faced, and what you would do differently. Share your insights in a written report or a class discussion.

Here’s a sanitized version of the YouTube transcript:

I have been secretly working on an MMO RPG for the last couple of months. Why? Because someone on Quora said it was impossible, and also because I love MMOs.

I made two MMOs in the past, or MMORPGs if you want to be more accurate, but I stopped working on both for one main reason: engine limitations. I created those games using a game engine called Construct 2, which uses visual scripting and HTML5 to create browser games. As you can imagine, it’s not what Blizzard used for World of Warcraft; it’s like trying to build a skyscraper with a toy hammer. My games were glitchy, laggy, time-consuming, and worst of all, they weren’t scalable. We often reached out to the creator of Construct for network fixes he promised, but we just received a cold shoulder. I don’t blame him; most Construct developers use it for mobile apps, not multiplayer games. Regardless, it was disheartening and made me take a break from the online gaming scene.

Since that day, I told the Whiz Bird community (Whiz Bird being the second and more popular online game I made) that we would rebuild the game using a proper game engine. After we stopped working on Whiz Birds, two things happened: I started making a little game called Dewdrop Dynasty using a new game engine called Godot, and I created this YouTube channel. I found myself busy editing videos, working on Dewdrop Dynasty, and learning Godot. After months of learning and creating smaller projects, I was finally ready to attempt online networking.

I didn’t just make one project; I ended up creating three different prototypes over two years. But before we dive into the first prototype, a word from today’s sponsor, Skillshare. If you have a specific skill you’re trying to learn and can’t find a good tutorial, Skillshare is the perfect place to start. They offer classes on various topics, including marketing, graphic design, and computer science. I recently took a class on storytelling basics by Stephanie Pereira, the head director of community education at Kickstarter, which I highly recommend for anyone considering a Kickstarter campaign for their game. The best part? Skillshare is ad-free, and the first 1,000 people to use the link will get a one-month free trial.

Now, let’s talk about my first prototype, a 3D survival game called Survival Boys. You play as these quirky tribal robots called Uggaboogians. It’s a hardcore team-based survival game where you’re trying to survive as many nights as possible, and each team has a totem. If your totem gets destroyed, you’re out of the game. I also included dinosaurs and some interesting creatures. I gave myself about two weeks to work on this prototype and was surprised at how easy online networking is in Godot.

I started by making two characters move online, initially planning to recreate my old MMO fantasy world in a 2.5D style. However, I ended up crafting a survival game instead. After two weeks of hard work, I had a fun little online game, but then I got busy with YouTube videos and couldn’t continue working on it.

Survival Boys taught me valuable lessons about game development, particularly regarding server calls and security. My goal was to return and focus more on security for the next prototype.

For Prototype 2, I wanted to create Whiz Birds 2. This time, I aimed for a polished side-scroller game. I spent weeks researching and learning about game development, which helped me create a stable prototype. I reimagined the art style and added a customization system for players to create their perfect bird. I designed the world, added NPCs, and revamped the combat system to make it more intuitive.

However, I faced serious lag and disconnection issues due to network security. Everything the player did had to be approved by the server, which, while secure, was inefficient for networking.

After a couple of months, I moved on to my third prototype, Mist and Metal. I wanted to focus on gameplay rather than visuals. I aimed to create a proper fantasy world and decided to feature human characters instead of animals. My inspiration came from various games, and I wanted the combat to feel intense and exciting.

I started with basic artwork and characters, then added movement, hats, a chat system, and combat mechanics. After extensive testing, I began fleshing out the world, creating a medieval fantasy setting. I worked on the leveling system, adding effects and polish to enhance the game.

This project has been one of the most enjoyable experiences I’ve had in game development. However, I realized it was mentally challenging to juggle multiple projects. I decided to focus on completing Dewdrop Dynasty before revisiting Mist and Metal.

I appreciate the support from the Whiz Birds community and look forward to returning to the world of Sheer Luck Forest once Dewdrop is complete.

A huge shout-out to my patrons for making these videos possible. Thank you for watching, and stay tuned for the future of Mist and Metal. I’ll see you next time!

This version removes informal language and maintains a professional tone while preserving the original message.

GameA software application designed for entertainment, often involving interaction with a user interface to generate visual feedback on a device. – The computer science students collaborated to create an innovative game as part of their final project.

DevelopmentThe process of designing, coding, testing, and maintaining software applications or systems. – The development of the new app required extensive knowledge of both front-end and back-end technologies.

NetworkingThe practice of connecting computers and other devices to share resources and information. – Effective networking is crucial for ensuring seamless communication between servers in a distributed system.

EngineA software framework used to build and run applications, often providing core functionalities like rendering, physics, and input handling. – The team chose Unity as their engine for developing the 3D simulation due to its robust features and community support.

PrototypeAn early sample or model of a software application used to test and validate concepts before full-scale development. – The students presented a prototype of their app to gather feedback from potential users and make necessary improvements.

SecurityMeasures and protocols implemented to protect software applications and systems from unauthorized access and threats. – Ensuring data security is a top priority in the development of any web application to protect user information.

MultiplayerA feature in games that allows multiple users to play simultaneously over a network or the internet. – The multiplayer mode in the game enabled students from different locations to collaborate and compete in real-time.

CodingThe act of writing instructions for a computer to execute, using a programming language. – Coding assignments in the computer science course helped students develop problem-solving skills and logical thinking.

BrowserA software application used to access and view websites on the internet. – The new web application was tested across multiple browsers to ensure compatibility and a consistent user experience.

VisualsThe graphical elements of a software application, including images, animations, and user interface components. – High-quality visuals in the application enhanced user engagement and made the interface more intuitive.

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