5 Lessons Learned From Making A Discord MMO



So for the past few weeks I’ve been making an MMO using a discord server for the base, and bots as the NPC’s. Here’s 5 things I learned.
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26 thoughts on “5 Lessons Learned From Making A Discord MMO”

  1. heh funny… you have 1 type of lootbox… i have 8 different kinds…
    so what i made was without bots, and having too much options, like, there are 5 species you can be, they all are good in different classes, i have 4 classes, these don't sound too bad but the game is just a M E S S. there are 7 rarities, a quality percent that indicates durability, the downside, upside, skill point and lever requirements and all these little things that are needed to fit an actually good rpg…. good thing this is just a test and the only "player" is my friend and it is just a test. i don't want this kind of mmo for me, because i think it is too simple, 1 thing is 1 factor, but i want realistic, guys please help me, and NO bots are not an option, cuz to be honest, it must keep track of the player's base stats from the skill tree, the armor and weapon choice, and the enemies stats, completely different every single time, and it is *just. too. much*. you ask: "why make an mmo so complicated?"
    well, because it is an mmo and it would be just SLIGHTLY better if it was only the factors, and bare logic, like elves are awesome at archery, it still just d o e s n ' t w o r k
    you might even tell me to recreate it all but simpler, NO. i want the player to have like much options as possible, so if you can, please help me out, 1 thing… N O B O T S except if they can take factors as i mentioned, so i don't have to m a n u a l l y type everything in, calculate and things like that, just p l e a s e h e l p sry 4 bad english

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  2. I created a browser multiplayer game while in university. I had 40 players and learned quickly that the best players will max out everything in no time and can become really nasty when they have nothing new to do… I couldn't keep up with the demand for new features / abilities / story during exam times so I quit that game. But during my job interview that particular project caught the interest of the boss, so probably I owe that experience my job.

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  3. I'm working on a multiplayer game for a client. It uses a client-server model, and I'm using Adobe AIR and ActionScript 3. It's a Blackjack game, so it's turn-based. The game consisted of two apps – a server that runs on the desktop, and the client that runs on mobile (we're using Android).

    Building this game taught me a lot about multiplayer development. While it's not a real-time action/twitch type of game (that's a whole 'nother can of worms), this was still a big challenge for me. All the game logic is written on the server, which is much different than making a regular single-player game. The client app is basically just a visual representation of what's going on on the server.

    The server app is more like an "admin control panel". With it, you can see all the active players, adjust credits for any player, and kick players. The deck of cards is also managed by the server, so when the dealer deals the cards, they are coming from the server, so on the admin panel, you can see everybody's hands.

    Funny how Tim talks about players and exploitation. Ha! Welcome to human nature. (: The server has to validate pretty much everything it gets from the client to make sure what the clients are doing is legit.

    I've also learned that if you're going to make a multi-player game, it's best to START as multi-player. Converting a single-player game to multi-player? You're asking for trouble. (: If you're building a client-server model, you have to re-write all the game logic on the server. All the client does is accept input from the players, send it to the server, wait for the server's response, and update the UI. That's pretty much it. The server is doing all the work.

    The way I've been testing this game is as follows. I start up the server on my desktop. It opens a socket connection and waits for clients to join via its IP address and port. Since the game is on mobile, I have an android tablet, and an old android phone – and sometimes, I can borrow somebody's phone. I can also run the client on my desktop, to that's a total of four clients (or players) active in the same game that I can test.

    I had to figure out things like:
    – There are two modes a player can be in: (1) "active", where they are actually playing the game; (2) "observer". where they are not playing the game, but they can watch all the active players on their device.
    – When the game starts, the first person to join the game automatically becomes active. If a second player joins, they are an observer, and have to manually join in. Can't do it if players are currently playing against the dealer; they have to wait until the round is over, then they can join and place their bets.
    – When the round is over, active players can "watch" the game. They would leave active status and become an observer.
    – Tricky one: What happens if a player leaves (connection dies, etc) during a round, or even if it's their turn? If it's their turn, the server will automatically set the next person's turn.
    – The server keeps track of whose turn it is, so if it receives a command from a player and it's not their turn, the server just ignores it. (Caution: You don't wanna call somebody out [like cheating, etc], because you'll be in some hot water if you're wrong. Plus that's probably a dick move anyway.)
    – If all active players leave the game, the server closes down the session. Likewise, if all active players become observers, the server closes down the session. There needs to be at least one player to "keep" the gaming session open. Note that the server's socket connection is still open, so players cam come and go as they please. Note that if the server admin closes the socket itself, all players get kicked from the game (and their client apps return them to the title / landing screen).

    I know some of this logic sounds like it's easy, but trust me, getting it right was a pain the the ass, but it was so cool once I got it all working. (:

    Over the past few years, I've really been getting into becoming a better version of myself. From fitness, to career, to courage (taking chances, putting myself out there and not giving a damn what others think), to improving my social skills (especially this one – this is by far THE biggest challenge for me). That said, it's the main reason why I took this project – I wanted come out of my comfort zone by not running away from multi-player game development. At the same time, I'm not gonna bite off more than I can chew by trying to build the next [insert your favorite mp game title here], or anything like that. I figure a turn-based game is a good enough challenge for me – and it is!

    – Ziro out.

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  4. I used to play on a MUSH (which is basically just one of many variants of the MUK/MUD family) and my 50's styled diner was one of the most popular places (as well as a money sink for the server) because of the personalities and reactions of the NPCs there. They could respond to a number of actions and key phrases, and liked or disliked certain things. They remembered you after meeting you, and remembered how much they liked or disliked you based on what you had done and said in the past. Their reactions to anything they were programmed to respond to would vary based on just how much they liked or disliked you. I had a friendly waitress who would take your order and bring you your food (which did nothing, but still cost currency) and a singing cook, who would sing a different song depending on what she was preparing. Players would spend time there, and even just sit around talking to the NPCs when no one else was around, just to see if they could find a new reaction or thing they would respond to. It was a lot of fun. If you build a lot of interactivity into an NPC, and give them a variety of ways to react to things, it makes the RP experience a lot more fulfilling, and players love that.

    Glad to see the text based virtual world concept can still work in today's online world.
    <3 Auntie ^ _ ^

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  5. in order to avoid public botspam and personnal stats displayed in front of everyone, you can make the bot answer in dm. Thats easy, you just need to link the guild member data and the dmed player

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  6. I've been making the exact same thing as soon as I saw your live title, without watching it in the first place, and damn making even a text based mmo is so hard for beginners like me. Really made me understand that making a mmo with some real graphics and stuff is not a good idea for youe first game

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  7. Building an MMO from a Discord is easier than you think. You know, you should take this online build an MMO from a Discord course on Udemy…

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  8. Thanks for the video and the streaming you did of creating this, it was awesome! Also, I like the game. As far as your bot update issue, maybe you can build a sentinel type of bot to check if any bots are offline, and if so, respond in chat when one of the offline bots' commands is used by a player. Like if you type in a command for a bot that is offline, the sentinel bot would respond and say "sorry, this bot is updating and will be back online momentarily." Along the lines of what you said about the bartender, your series actually inspired me to start creating a bot as well, and those types of features were a few of the first things I built into it: 1) Ability to /roll a random number between 1 and the input number. 2) Ability to roll any sided /dice so you can say like 3d12 or 1d10, etc. 3) Magic 8 ball feature /ask and then a question, and it responds with the types of responses you normally see in a magic 8 ball. People, love, flavor.

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  9. This is sad Alexis give me a beer

    Memes I killed aside, this game is fantastic. Not only on its own, but also in a psychological way.

    People will exploit accidentally efficient resource-generators but will throw away those same resources at an NPC that doesn't actually give you anything. Aren't humans amazingly weird creatures?

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  10. I think I've only made 1 multiplayer game. I learned not to spend 2 years on a project. However, now I'm working on another multiplayer project that might be much faster…

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  11. As for a game built on discord, you should look into Dillongoo's World of goomon. He has his own discord on his youtube channel if you'd like to ask him stuff. Its been a yearly event so far

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  12. Want a helpful intro to to the Discord game? Join the !anarchy, we have the largest base (~6x the amount of players than the Religion) with a good amount of dedicated players, including me! Most of the 1-day people joined here along with Tim, and now we are a really friendly group of people. Check it out!

    Tim's Discord MMO: https://discordapp.com/invite/5s4dPuW

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  13. I made a multiplayer game in Unity, the one thing that I learned is syncing players is one of the most tedious things and will be the source for 90% of bugs

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  14. Wow. Super creative project. Great that you made a shorter (shorter than the streams) video about it. Was really fascinating.

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  15. There was a guy who build a discord with some bot games on it as part of his marketing for a game he released… there is a GDC talk on marketing that is on youtube were he talks about it.

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