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Join Today!I have a somewhat lengthy idea/suggestion, if you don't mind.
So it seems that you are also coding your own server after all. What's interesting to me is that your server and client both use c# which might give you some unique opportunities for code re-use. I was thinking about this because a while ago, I had to do a java project in a group for a grade and we developed a client-server game where we were able to re-use a large part of the code between them. This made some changes easier, for example: Adding an attribute to a game object and adding the attribute to the serialization/deserialization algorithms were both changes to the shared library. So then we only had to change the part of the server which defines the object, and the part of the client which uses the object (in maplestory terms, this could be an equip or similiar).
I think if anything will make the development of unique features much easier, then it would be having to change only part of the code in both client and server to get something new. Now of course this requires a bit of analysis and planning ahead but you should consider it, if you really plan on making your own server along with the client, this could faciliate the development.
I have a somewhat lengthy idea/suggestion, if you don't mind.
So it seems that you are also coding your own server after all. What's interesting to me is that your server and client both use c# which might give you some unique opportunities for code re-use. I was thinking about this because a while ago, I had to do a java project in a group for a grade and we developed a client-server game where we were able to re-use a large part of the code between them. This made some changes easier, for example: Adding an attribute to a game object and adding the attribute to the serialization/deserialization algorithms were both changes to the shared library. So then we only had to change the part of the server which defines the object, and the part of the client which uses the object (in maplestory terms, this could be an equip or similiar).
I think if anything will make the development of unique features much easier, then it would be having to change only part of the code in both client and server to get something new. Now of course this requires a bit of analysis and planning ahead but you should consider it, if you really plan on making your own server along with the client, this could faciliate the development.
Now the confusing part for me is the "activate texture by packet" i.e. when you click on the world name (scania) and make the scroll unroll to show the channels
I see what you mean. Now I have to start doing a little research on the server and client way handling things (i.e. looking through a source). Though I wasn't really bent on it I thought that you can make a fully server sided (smart server) or a fully client side (smart client) game. Though the things about this that I know of is a fully server sided game is very secure on the hacking part but requires a lot of time to make and one small code mistake can ruin the whole thing. And on the client sided part I know if you do that people can easily hack the client and manipluate the game without the server even realizing it. I know maple uses a basically smack-down-the-middle server/client relationship, but that part I mentioned above is what got me really confused since I'm used to seeing the smart server or smart client way of doing things.The client is really not intended for a kind of "dumb client-smart server" relationship. What I mean by that is that you won't really find any consistent way of activating certain textures and things just by the information the server sends. Usually you have to add your own procedural logic and sometimes even duplicate information (example: maintaining state of your world/channel selection).
For the example you provide above (scroll unrolls) you will have to use one packet the server sends (worlds and channels) and make two different menus out of it, save all the worlds and channels in your program, then display the world selection, then if a world is selected you unroll the scroll and show the channel selection.
What are you talking about?not even 2 weeks into development, there is already functional procrastination; This project is doomed to failure
What are you talking about?
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Okay......? I honestly don't care, I work they way I want to, and things are going to change that's what a development is all about. I am planning on coding those so called main features, but it's going to happen when I get them coded; if anyone want those main features up and ready they can grab the source and do it themselves. I have a plan on how to do this, and involves working from front to end, and that is not going to end. So, if anyone thinks they can do better or want certain features in now; they can grab the source code code it themselves or just start on their own. I get what you are trying to say, but everyone is different. The code to this project is going to be CONSTANTLY changing to better improve it and place it on actual game terms, but like I said it's going to take a bit. Okay. Thanks [emoji1]have you never written games or software? the first thing you should focus on is the main attraction, the main features. And yet, you have spent 3 weeks on this already and all you have is the splash screen and a screen that tries to be a login screen. Anyone who thinks this will ever get to a usable level is completely deluded. For the record, functional procrastination is the word I give to the act of delaying features that are more complex to implement in software development to implement other features that are simpler to implement but less relevant. It is a dangerous phenomenon which from my observations, often kills interest in projects because you are left with all the difficult tasks at the end, a wall that is psychologically higher than it was at the start of the project.
In essence, functional procrastination is a priority issue which happens most often in projects worked on by a single individual only.
not even 2 weeks into development, there is already functional procrastination; This project is doomed to failure
I think he just wanted to start a rage/flame war, but left disappointed since he didn't get it.I am honestly interested in how you even came to that conclusion. Did you actually look at the source code and the update logs and think about how you would prioritize things differently? If so what's your alternative? Or are you just trolling.