MMORPG

HTML5 MMORPG Part 3: Fake mongoose documents are cool

Start by reading part one if you haven't. In the last post, I left you with my conclusion that SQL is not suitable for storing all the entities of a realtime game server. So I started looking for other ways to manage that while still keeping the benefits of Entity…

Developing a HTML5 MMORPG - Part 2 : SQL is too slow

In my last MMORPG project post, I explained what the Entity System is and how it should be managed. So these last days I worked on my Entity System framework. I created a little node.js server associated to mysql. But here's what happened Asynchronous hell The only existing MySQL…

I am worried about video games history preservation

Everybody hates DRM. That's a fact. I mean, the only thing player gets with DRM is problems. But I'm not here to argue that, I'm just concerned about its long-term consequences. Video Game is an art (and if you don't believe me I'm sad for you), and it has quickly…

Developing a HTML5 MMORPG - Part 1 : Entity System

A project I have had in mind for a very long time is a MMORPG. It may sound a little bit stupid to build a MMORPG alone, and I probably won't succeed at it, but the process in itself is a nice way to learn many critical aspects of game…

MMORPG aren't social anymore

I've been a big player of MMORPG for many years. Mostly on World of Warcraft, but I tried a lot of other games too. But now, it's been a few years that I stopped playing MMO. I try to relaunch WoW sometimes, but it's just different. So I've been thinking…

Folks - Creating a HTML5 live (~MMO) RPG with quests and real-time events

[This is a technical post about implementing some complicated RPG mechanics in a game engine] Folks is a game I made during my last year at ISART Digital. It is a social game meant to produce an experience of peaceful living on a little village, in the kind of the…