Me vs. the MMO Engine
Tom · Thursday, Oct 16, 2008, 6:54 PM · Krehbiel Tech
So I decided to write an MMO game engine*.
No, really.
Okay, I know, I know, this is the fifth or sixth time I've started a game engine project like this, and it will probably end up the same as all the others: Nifty ideas, but without considerably more time and structure and funding -- and, you know, an actual game idea -- it will end up in source code purgatory, picked over for an occasional gem of an idea but otherwise left to rot.
Why an MMO and not something simple like, say, Space Invaders? Well for one thing I've already written a couple of different 2D game engines (now residing in purgatory) so there isn't a lot to explore there. Beyond that, MMOs are more interesting to me because they have a much broader variety of technologies to explore.
As usual, I'm going to build most of the framework with .NET since that's the quickest way for me to get a prototype up and running. I'm not planning to use any third-party game engines (Not Invented Here!), but I do want to use a 3D rendering engine for the client (which just by itself represents a whole set of challenges). And by the way, no, I still don't have a game idea (well, that's not entirely true, but certainly nothing more than a vague idea) -- I'm only interested in the underlying technology at this point. And if anyone is reading this that does have a game idea -- no, I'm not interested in developing your game (unless there's a decent salary attached, of course). This is purely an intellectual exercise.
This should keep me busy until... well, until the next shiny bauble comes along to grab my attention.
* If you don't understand the ramifications of that statement, it's roughly equivalent to me saying, "so I decided to memorize the encyclopedia" or "so I decided to perform a heart transplant."
Cross-posted to http://krehbieltech.blogspot.com/2008/10/me-vs-mmo-engine.htmlProjects(19)
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