[Article Series] Creating an MMO Roguelike

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • tangar
    Knight
    • Mar 2015
    • 988

    [Article Series] Creating an MMO Roguelike

    Sharing a write‑up about the very first design trap in building a multiplayer roguelike: world scale. Why a huge world kills population density (and why I shrank Tangaria after years of doing the opposite).

    #1: The Scale


    If you’re toying with an MMO‑roguelike idea, give it a skim – might save you some time
    https://tangaria.com - Angband multiplayer variant
    tangaria.com/variants - Angband variants table
    igroglaz.com - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
    youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9364

    #2
    Lucky my game with a stupidly large world is single-player
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • wobbly
      Prophet
      • May 2012
      • 2591

      #3
      You could mix empty and game density, by making large parts of the map semi-uninhabitable (mountain/desert/wastelands) and spiking the start spawn location to populated areas.

      Originally posted by Nick
      Lucky my game with a stupidly large world is single-player
      You are just cursing the 1st person who tries to convert it to multiplayer.

      Comment

      Working...
      😀
      😂
      🥰
      😘
      🤢
      😎
      😞
      😡
      👍
      👎