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Thread: Post your multiplayer game idea - ElectroServer

  1. #61
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    Jobe, I've been a fan of yours since I first read your Flash MX Game Design Demystified book. I have been working on a multiplayer game with two other people for the past year called Golden Sun World (http://gsw.goldensun-syndicate.net/), which is an online interactive village based on the gameboy advanced game Golden Sun. It's basically an advanced avatar chat with mini-games and other features.

    We are currently using the free Oregano Server (http://www.oregan-server.org) running on a friend's dedicated server. We are happy with Oregano, but since we are not as good with Java we end up doing most of the game logic client-side, which creates many problems. At the beginning of the project I evaluated the various socket servers available, and the only reason we didn't use ElectroServer was because of the cost. Since the three of us are students (1 highschool, 2 college), money is a real issue, and the $299 for 50 users is way too much for us.

    If you visit our site you can look at the screenshots page to see a few images of what our game is like. We just wrapped up a server test (alpha test) last week, as you can see from the stats on the front page. At this point in development we can still change from Oregano to ES3 relatively easily and without changing the underlying game engine much. Having built-in features like banned words, actionscript plugins, and flooding filter, it would definately save us time and effort devising our own equivalent features.

    I was going to post about my game here at FlashKit in a month or so when the beta version comes out, but I can't pass up this opportunity to get an ES3 license. Any interest Jobe? And for fellow developers, if you are interested in helping out on the project we are looking for an additional actionscript coder to join the team. As you can see from the site, we already have a working game and are adding in additional mini-games and chat features.


  2. #62
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    I have a game idea, *have already started*

    Hi, my name is Matt and I'm a networking student at ITT-Tech, Albany, NY. Every October the school holds "Tech Fest", a competition where students execute a project pertaining to their major. The game is called Fourth Dimension Online. Its in the genre ship-to-ship combat. You start off with a space ship with the lowest hull and no money (credits), as you kill other pilots, you earn credits. The money can then be used to upgrade your: hull, weapons, engine, shield generator and repair bot. This is all from a 2-D top view and the levels are about 5000 square pixels. The main game type is for one team out of the four to get 100 kills before the others, but there may also be an alternative called mining escort. Each team will control each corner of the map with two platform bases each. The platforms provide reloading, repairs and are capable of defending themselves, although they are vulnerable to heavy fire. The ship points to your mouse and the arrow keys control movement relative to your rotation. I already have a small team arranged, an audio guy, a 3-D modeller, and me behind the wheel directing and programming the game in Flash. I'm going to need some hosting and electroserver. I may be able to get hosting, but im not sure the 20 user license will do. Please help me ElectroTank!

    Here is the early version of the game to get the physics engine worked out. I have been woring nonstop. http://fourthdimensiononline.com

    Matt Williamson
    Daws

  3. #63
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    Darn, that's remarkably similar to the game idea i was thinking about a few months ago. Anyway, its been a while since i've been on here so I only just found this thread.

    My idea was to have a space-based military conquest/ trading game, based on an interlocking grid of systems, generated randomly before any game. Its pretty similar in setup to something like Tradewars from way back when, and i think there is a similar sort of game with a GUI now, but I haven't found either particularly fun in today's gaming world.

    I'd like to setup each player as a trading ship, building credit towards buying out planets for creating military forces, which could be used to escort, guard, attack etc. other systems.

    The flash interface would consist of a system map of your explored systems (at least those near your base), another interface for planetary management, and a third interface showing space itself for your navigation, which would consist of "shiny" plasma-like wormhole links to neighbouring systems, and would be where the player would zip around the universe.

    Moving around the universe would leave a trail for a certain time, so a fleet would be able to be tracked, and if the tracker knew the layout of the systems around, could be ambushed.

    Bigger fleets would take more time to teleport, so a smaller force set up properly could take out a larger force, by trailing them, but moving through systems faster.

    Anyway, I'd be keen for something like this, but with my first kid on the way end of may i won't be starting for a few months at least

    Don
    have a great day

  4. #64
    Filthy Gorgeous DancingOctopus's Avatar
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    2 words... Worms clone.

    It can, and WILL be done.

  5. #65
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    Gumby22don:
    your idea sounds great, but i never got into games with that kind of sophistication, i have always been a fan of the massively multiplayer games with addictive gameplay that i can leave anytime without worrying about being to attatched. thats what my game will be, i am happy to say i am making immense progress, but someone from electrotank please respond! thanks

  6. #66
    Style Through Simplicity alillm's Avatar
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    Ok, i thought id post this although it will never be multiplayer posably simgle though. I just thought id post it cause it could easily be multiplayer if it wanted to be, and it might inspire other people (although i doubt it)

    Ok, Trade Empire -

    Maximum of 8 trading companys each represented by a colour. Players get organised into teams before the game starts.

    The game could be turn based or real time, but here is the basic idea... Each player has to buld a trading network through towns on a tiled map. By placing a trading post in a town, that player gains all the money made from trade in that town which goes towards the teams total income. On top of this though is the main part of the game, players must increase trade in other team members towns by "linking" trading posts with a trade route. this splits all income the two (or more) linked trading posts get between them but also they share "power".

    Power is what drives the game. Each trading post has a certain ammount of power which is determined by the population of the town its in, and the power of all the towns its linked to.

    Now..just building trade routes and getting money would get boring, but the idea is this. To Win the game, a team must own every town on the map. to do this, you can attemp to place a trading post on another teams town. This will cause a trade battle to take place which will automaticly be resolved with the players trading post with the most linked power winning (I can tell that by this point nobody has a clue whats going on )

    So the idea is this. You build trading posts in empty towns. these generate trade which increases population. Any towns linked to this town will share its wealth (power). by placing a trading post on another teams town, you can capture that town providing that the towns linking to it are not stronger than the towns that you are linked to. once a team owns every town they win.

    Also towns can be bought of other players for money. and by surrounding a enemy town it can also be captured.

    oh and you also have to build bridges across rivers to allow trade routes to go across rivers.

    Ok, so by now evryone is confused yes? i seem to be the only person who understands this, but think of it as risk meets monopoly with a little age of empires thrown in

    Ali

  7. #67
    Against the Wind.....
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    Project Castle

    This is an idea that I'm working on now, I was originally going to do it with ASP and Databases and I still might if I don't win this but anyways here it goes.

    Project Castle is kinda my dream project, its a Massive Online Multiplayer RPG, the point of the game is to make your own castle that is run by real people or if you have the means bots. It has a background story and a number of already established cities and castles controlled by CPU characters. You begin as an exile of war brought to a new nation that is divided within itself, only two classes are planned at the moment but these divide into seprate classes so its about 10 possible classes that you can be.

    Another main thing about the game is the fact that if a CPU character dies he will remain dead, I'm working on a system that allows you to control cities that were orginally CPU controlled, also this game will be heavy on Player VS Player combat and I'm not talking turn based.

    If you die in the game the only way to get your character back is to have a priest that is capable to revive you, but they must first find the corpse which can be carried either by your friends or enemies into any territory. If you don't get revived you come back as a relative of your character that then loot the corpse and get all the items back, again if you can find the corpse.

    There is much more that I already have planned plus a small incomplete demo that I could let you see, if you are interested let me know. sk8artist86@hotmail.com

    Screenshot 1

    Screenshot 2 (some early test for CPU characters)

    Note: Refresh the page if the pictures don't show.
    Last edited by Sk8artist; 04-11-2005 at 10:06 PM.

  8. #68
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    dawsdesign: I'd like to have it with research-based development of the game, so that after a short while, players could predict a period where attacks could be made, and with these generated randomly (or to suit the majority of players' time zones) with about 1 hour each few days where player-v-player attacks would be better. Other times, ships could be harder to attack, planets invulnerable or some such. I did have a decent idea of how this would work, but can't remember it now. The idea would be that unless you were worried about attacks, you'd only need to be online for about 1/2 an hour a day. -The joy is making alliances/ teams and building towards climactic times where a lot of players would all be online jockying for planets.

    I really would like to start work on this project. Any chance i could help with yours for a while, then steal some graphics?

    Don
    have a great day

  9. #69
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    haha your awsome, if you have any 3ds max experience, we could split the rights, let me know.

    sk8artist: good luck buddy, you really seem into what your doing, that's great! keep it up.
    Last edited by dawsdesign; 04-12-2005 at 12:18 AM.

  10. #70
    Official Shoe Shiner thehumanchimp's Avatar
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    2 words... Worms clone.
    hmmm..thats what i was thinking of doing, but with ants instead (see little pic under my name) will probably never get finished, but im going to give it a go.
    Message on a gravestone: I finished before you in the human race.

    Using: Flash MX

  11. #71
    Senior Member ihoss.com's Avatar
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    digging deep into my backup files:

    Worms

    move using left and right, jump with space and drop bombs using the mouse pointer.

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