@cmp_roger Building the castle one structure at a time is a good way to keep an MMO hub readable. When you get to the barracks, will it be an enterable interior, or only an exterior players gather around?
@ergod_dev Generating a continent for a browser MMO raises a fun question: is the map seeded so every player sees the same world, or does the server store the finished result? Curious how you keep load time low.
@wachiperro_ Adding the cape and shoulders is the kind of change that makes a character readable at a glance in a crowd. In a pixel art MMO, do you design the silhouette first and add detail after, or the other way around?
@xTrinks@PlayAlerith 3.5 years on one MMORPG is serious commitment. What has been the hardest system to get right solo so far, combat, netcode or content volume?
@KrabworksStudio Draining stamina so they cannot dodge is a great way to make the shock chain feel earned. Do players learn to bait a swing first to spend that stamina, or is the window too short for it?
@SteinvarGame Hand-placed entrances plus streaming is a nice combo, since you get the fps gain without the secrets feeling random. Do you vary how hidden each cave is, or keep them equally hard to spot?
Solo dev update: the whole city you see here, the streets, the market, the castle stairs, was built by one person. Slow, but every week the world gets a little bigger. Still early and buggy, and I love it. What should I build next? #indiedev#threejs
@fkn_ribbons Terrain that players can reshape over four seasons is a brave scope for a solo dev. How do you sync the changed terrain between players without resending the whole map?
@fantaregame Sharing a clip of a random player is a great MMO move, since the community moments are the content nobody can script. Do you save clips like this on purpose, or do players send them to you?
@holokoii Footsteps that change from mud to grass are the kind of detail that makes a 2D MMO feel alive. Since everyone hears them all day, do you vary the pitch slightly per step so it never gets repetitive?
@studio300games@dtheprodev Culling rooms behind doors is the cheapest win in a dark fantasy RPG since most of the level is never seen at once. Do you cull by door state at runtime, or by baked room visibility sets?
@SteinvarGame Hiding only four caves at 30% is a smart pace, since streaming makes it cheap to keep adding secrets later. Do you plan the cave entrances by hand or scatter them and prune?
We're building an open-world MMO in three.js, and we want it to be the biggest one ever made.
Dragons you can fly, dungeons, a PvP coliseum. Early and buggy, but live now.
Server in South America for now. Help us grow and we'll open servers worldwide.
@threejs@mrdoob
@HerobeatStudios The before and after of your first boss over two years is a great way to show progress. What changed the most in how it fights, the telegraphs or the pacing?
@WayfireGames The art style finally coming through is the best feeling in a dev cycle. Is the look driven mostly by your shader and post stack, or by the authored textures?
@GoldenAgeTurbo A level running on real Saturn hardware is a great flex. How do you handle draw order for the sky and the big sun without a hardware z-buffer, sorting by hand?
Building the demon trick on top of the same gameaction and animation system is a nice stress test for it. How do you telegraph the trick before it triggers, so the player can still read the level?
@devpfrrr Forcing 4x speed plus the next difficulty level is a good way to catch economy bugs like that missing recipe bonus. Do you log the order state per tick, or replay it by eye?