Denaut
Trump's Staff
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Found this really goodtalk from a Zynga engineer about scalability at GDC. It is just the right amount of technical that it is thorough but understandable. Worth watching if anyone here is interested.
No caves mean no vanguard dungeonsAs I've been working on my little MUD project using Unity I've learned a lot in a few weeks thanks to a few guys that are doing the engineering part. Unity is pretty limited in what it can do right out of the box.
Unity is just an engine. You still need a network and database solution and that isn't easy when it comes to Unity if you want your game to scale beyond like a handlefull of people and NPCs in your zone.
Unity doesn't allow you to create caves, "holes" in the terrain out of the box. You need to use 3d modelers (maya, blender) to create meshes, stick them into Unity and stitch terrain around them.
There is a lot you need to do, to make things work right for an MMORPG.
It's very easy to make a piece of terrain look cool, and drop a pre-made script and NPC into the game. It's hard to make it all work together without crushing your client with drawcalls and data management.
Whenthis KS fails they are required to re-read this thread a dozen times, then start over.So opinions on if the Kickstarter fails to fund , should Brad immediately go for self funding through Pantheon website , or wait a bit and present it better on his own site or another kickstarter ?
I think they should reorganize by spending a month planning a Kickstarter for less money that is more clearly to produce a tech demo, get infrastructure in place, hire a business manager and get set up to the point they can legitimately have a KS or other crowdfunding for the GAME that will then not feel like such a sham for them to promote and pitch.So opinions on if the Kickstarter fails to fund , should Brad immediately go for self funding through Pantheon website , or wait a bit and present it better on his own site or another kickstarter ?
That kind of low level tuning is done by our server programmers writing server code on a per project (or per module rather since projects share modules) basis. We don't need a dedicated DB Admin because the programmers themselves are in a better position to optimize in such a setup.Again, the base point is for any sort of transaction that requires data access, be it select or alter you still need a plan in place for tuning unless you have unlimited resources for servers. NOSQL or relational you still need to tune.
Damn, I miss BSG. See, if Brad had taken this idea and done that MMO he would have funded!Funnily enough while researching what different tech company's use I stumbled acrossthis article.
Pantheon: Rise of the fallen KickstarterSo opinions on if the Kickstarter fails to fund , should Brad immediately go for self funding through Pantheon website , or wait a bit and present it better on his own site or another kickstarter ?
Deal.Damn, I miss BSG. See, if Brad had taken this idea and done that MMO he would have funded!
/thread hijack over
Hey you lied. You said that was hard to read!WARNING GIANT WALL OF HARD TO READ TEXT
Race/Class combos.
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Now they have this they need to get people to pledge. Now this requires a good website like star citizens. This might not be cheap but you need to spend money to make money! The website needs to have the ability to manage peoples pledges as well as ?melt them? for store credit like Star citizen.
The first part of a pledge is the base pledge. This needs to be one Race and one Class. This could be sold as just a list or if they took the time to do it right some form simple character select screen on the website. This could start with just text and be worked on to include concept art, decryptions and eventually models.
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Base Pledges:
ONE Race and ONE Class of your picking
Picking your Pledge:
This needs to be as low as possible. The only limitation needs to be the amount of people they feel combatable having in an Alpha and Beta. This could also start at a lower price for early backers. But in my option keeping it as low as they can as it will get people to invest and hopefully hook them in to add more to their pledge at a later date.
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Next they need to look at the add-ons. This should be split into in game add-ons, Design add-ons and physical/digital add-ons.
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In Game Add-ons
The races and Classes should all cost the same and be mange on the website. This is where the website needs to be clever and not allow people to buy races and classes they already own. I would keep the in game items to a minimal or not have them at all. They can always be added at a later date if needed. But best to keep the Pay-Win crowd to a minimal especially at the begging. I?m against the idea of a sub for life as I feel people willing to pay for it are the ones willing to sub to the game anyway and its only going to hurt your income in the future and pigeon hole you in future plans on fianc?.
Race add-ons:
Dwarf
Elf
Human
Ogre
Revenant
Class Add-ons:
Cleric
Crusader
Dark Knight
Enchanter
Rogue
Shaman
Wizard
Other Add-ons:
Extra Character slot
*Housing fluff
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Next is the Design add-ons, theses need to limited for obvious reasons and I don?t see how it helps the game to have 1000?s of player created items and this gives incentive for people to buy them before they run out.
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Design Add-ons:
Name an item
Design an item
Name a NPC
Name point of interest
Design a quest
Design a Boss
Design a dungeon or raid
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Now for the Physical/digital add-ons.
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Physical/Digital add-ons:
Physical:
Collectors box
Cloth map
Signed poster
mouse map
Digital:
Map
Lore books
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Now for how to release, make and test the game. They need to come out with a realistic and open stretch goal chart. They need to give people some form of access to the game as early as they can. The hanger model in star citizen was a great way for people to see their pledges and increase their attachment to the game. Again its about getting people invested to bring in more money in the long term.
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Stretch Goal Chart:
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On a side not I would try to make as much of this interactive as you can. Have player vote on concept art, to pick the next race that will done or added and so on. This keeps people coming to the website and maybe getting them to add and up their pledges.
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*Tavern/House module:
If it was me, I would go with instanced housing. This lets make a place players can enter in game and the ability to sell and tone of fluff items for them to place in their houses. Again this creates more money for the game and also increases player?s attachment to the characters and the game. If having non-instanced housing is very important to your design doc then you could go with having a tavern as just a place for player to walk around with their characters with out the option of buying fluff.
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*Dungeon module:
This will work by player creating group within the tavern module and porting them to an instanced dungeon for testing. The game would work as a group lobby game for testing purposes only.
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*Crafting module:
A Crafting station added to the players tavern/housing module and the ability to test certain aspects of the crafting system. They could also add crafting classes like the combat classes. This adds another thing for people to pay for and collect.
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Arena Module:
A PvP arena built for player to duel and fight each other and test PvP
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How bad does that Battlestar Galactica game have to be for me to have never heard of it? Anyone else heard of it, or played it?Damn, I miss BSG. See, if Brad had taken this idea and done that MMO he would have funded!
/thread hijack over
Are you kidding me? Oracle is for the behemoth corporations who light their cigars with 100 bills. It's never going away.RDBMS is going the way of the dinosaur and so are traditional DBA jobs. Mainly because DBAs got paid an absolute fuckton just to try and eek out performance on something that you basically get for free on NoSQL. Facebook, Amazon, Google and Twitter are largely driven on NoSQL solutions because they're just flat out better. They scale better and can retrieve quickly. Facebook has ANSI SQL access to their NoSQL data store (I believe they don't use HBase, not sure what they use) using Presto. Apache is pushing a technology called Impala which gives similar access to HBase. It is a C++ thread that runs on your HBase machines. Flat out if you're going to stick your heels in and believe RDBMS is going to stay around and companies will always need DBAs it seems short sighted. RDBMS is good for certain solutions but for large-scale and data rich environments they fall very, very short. Since we moved off Oracle we've lost at least half our DBAs -- possibly even more. We've tried transitioning them to writing MapReduce jobs on our Hadoop/HBase cluster with varied success. But now that trying to squeeze every last ounce of performance out of an RDBMS doesn't happen (you just use a NoSQL approach) knowing every little configuartion and index rule isn't required which is basically what a DBA did. Every competent programmer can stand up a MySQL instance and do all the drop/create statements that DBAs generally were in charge of doing.
The place I work used to use an Oracle back bone and last year we ditched it for HBase. The new solution is offering so much more access and manipulation of the data I can't believe it was ever locked away behind a poorly performing RDBMS.
This post is also ignoring the rise of triple and quad store technologies which are also gaining traction (we're going to move our search engine to a triple store here soon) which also offer SQL-like access to the data. Ours uses SPARQL.
All I do is pvp and I think trying to get any sort of pvp for launch is a horrible idea. As is crafting. It essentially needs to be an adventuring and monster slaying game at release. Otherwise all you will learn is what a shitty 100 million dollar mmog is made for only 5 million.I think the team should just make the game they want to make and plan around that rather than limiting the game based on budget. Obviously, you need money to make the game, but I'm uncomfortable with the core aspects of the game being, "we will if we can afford to".
- Crafting
- Druids, rangers, bards, monks...all classes in
- player housing
- boats
- PVP
While I'm not a PVP'er, in fact I can't stand PVP, it has to be in on their own server. I think quite a few PVP'ers are total tools, but I'll give them this, they are a knowledgeable and dedicated group. You must must must have PVP. Crafters are the same way. I know people who all they do in EQ2 is craft and decorate (their homes, guild halls). They only adventure to get supplies so they can go back to their house and continue decorating. These are two large groups of players the team isn't attracting because what they enjoy doing isn't being incorporated. Big missed opportunity here. Build the game you want to build. Period. Some half-assed bastardized version of the game you want isn't going to attract enough players to make it viable enough to invest in.
I assume they will go with their own site funding. The upside to that is as soon as the money is pledged it can be put to use and keep the project going.So opinions on if the Kickstarter fails to fund , should Brad immediately go for self funding through Pantheon website , or wait a bit and present it better on his own site or another kickstarter ?
Or a better idea would be to make a game that more than 2600 people want to play.Whenthis KS fails they are required to re-read this thread a dozen times, then start over.