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	<channel>
		<title><![CDATA[Esenthel Forum - MMO]]></title>
		<link>https://esenthel.com/forum/</link>
		<description><![CDATA[Esenthel Forum - https://esenthel.com/forum]]></description>
		<pubDate>Wed, 09 Sep 2026 15:49:41 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Trust in clients]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10271</link>
			<pubDate>Fri, 26 Mar 2021 14:48:11 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10271</guid>
			<description><![CDATA[Hi all,<br />
<br />
I am currently at the stage where I am coding character stats (such as health and energy/mana). One of the aspects of my game is being able to deal damage, as a player, to a different player.<br />
<br />
In general, I learned to "never trust the client", meaning to always validate the incoming data and values and let most calculations be done server side.<br />
<br />
What are your best practices approaches here? Is it a common practise to let all data be verified? I know and understand this is a very broad question, but would love to get some insights in how some of you handled it! Do you have any tips to share? How do you handle "health" in a typical online game?]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
I am currently at the stage where I am coding character stats (such as health and energy/mana). One of the aspects of my game is being able to deal damage, as a player, to a different player.<br />
<br />
In general, I learned to "never trust the client", meaning to always validate the incoming data and values and let most calculations be done server side.<br />
<br />
What are your best practices approaches here? Is it a common practise to let all data be verified? I know and understand this is a very broad question, but would love to get some insights in how some of you handled it! Do you have any tips to share? How do you handle "health" in a typical online game?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Some questions on Esenthel MMO part]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8772</link>
			<pubDate>Tue, 17 Nov 2015 13:58:06 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8772</guid>
			<description><![CDATA[I am considering to use Esenthel Engine for building MMORPG and have some questions.<br />
<br />
What MMO elements does Eneisis have that Esenthel MMO doesn't?<br />
What is the difference between these two code examples?<br />
What is the maximum world size (map size) that Esenthel allows to create?<br />
Is there application example with several servers each for its own location?<br />
Or a seamless map cut to nodes with server for each node and transition between them? (like in open world MMOs)<br />
<br />
I understand that by buying Ineisis Online or Esenthel MMO code I'll get application code like the ones I see in Tutorials section.<br />
Do I need license to buy games source code or I can buy and work with code example in free mode?]]></description>
			<content:encoded><![CDATA[I am considering to use Esenthel Engine for building MMORPG and have some questions.<br />
<br />
What MMO elements does Eneisis have that Esenthel MMO doesn't?<br />
What is the difference between these two code examples?<br />
What is the maximum world size (map size) that Esenthel allows to create?<br />
Is there application example with several servers each for its own location?<br />
Or a seamless map cut to nodes with server for each node and transition between them? (like in open world MMOs)<br />
<br />
I understand that by buying Ineisis Online or Esenthel MMO code I'll get application code like the ones I see in Tutorials section.<br />
Do I need license to buy games source code or I can buy and work with code example in free mode?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Question about NPC management]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=7861</link>
			<pubDate>Thu, 10 Jul 2014 13:43:51 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=7861</guid>
			<description><![CDATA[Greetings!,<br />
<br />
I have been trying to wrap my head around NPC management and would like to hear what others have done or hear about best practices: (just looking for general high level overview)<br />
<br />
1. Do most of you broadcast NPC position from server to clients or do you sent the destination from the server to clients and let clients *move* the npc instead?<br />
<br />
1a. If your sending the destination from server to client and allowing client to *move* the NPC, how are you maintaining client/server synchronization regarding position, angle, fov etc... ?<br />
<br />
1b. If your broadcasting NPC position from server to clients, do you find it consumes excessive bandwidth in large npc population areas? How do you throttle it down?<br />
<br />
2. Do you create an external process which connects to server on a socket just to handle all NPC processing? or do you process everything from a single server application?<br />
<br />
2a. Do you run your NPC controller in a single server application or do you have it externalized? i.e. external application communicating via socket to server application. (think headless client just for NPC's)<br />
<br />
3. Do you guys do server side collision checks for the NPC then broadcast outcome to clients or do you handle collisions client side then broadcast back to server?<br />
<br />
Im Just curious how some of you are handling NPC management in a client/server environment.<br />
<br />
-J]]></description>
			<content:encoded><![CDATA[Greetings!,<br />
<br />
I have been trying to wrap my head around NPC management and would like to hear what others have done or hear about best practices: (just looking for general high level overview)<br />
<br />
1. Do most of you broadcast NPC position from server to clients or do you sent the destination from the server to clients and let clients *move* the npc instead?<br />
<br />
1a. If your sending the destination from server to client and allowing client to *move* the NPC, how are you maintaining client/server synchronization regarding position, angle, fov etc... ?<br />
<br />
1b. If your broadcasting NPC position from server to clients, do you find it consumes excessive bandwidth in large npc population areas? How do you throttle it down?<br />
<br />
2. Do you create an external process which connects to server on a socket just to handle all NPC processing? or do you process everything from a single server application?<br />
<br />
2a. Do you run your NPC controller in a single server application or do you have it externalized? i.e. external application communicating via socket to server application. (think headless client just for NPC's)<br />
<br />
3. Do you guys do server side collision checks for the NPC then broadcast outcome to clients or do you handle collisions client side then broadcast back to server?<br />
<br />
Im Just curious how some of you are handling NPC management in a client/server environment.<br />
<br />
-J]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SQL]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=7216</link>
			<pubDate>Fri, 01 Nov 2013 11:30:15 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=7216</guid>
			<description><![CDATA[How easy would it be to use the SQL parts for the mmo and not a flat DB?]]></description>
			<content:encoded><![CDATA[How easy would it be to use the SQL parts for the mmo and not a flat DB?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Esenthel Understanding Server]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=7213</link>
			<pubDate>Thu, 31 Oct 2013 18:40:24 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=7213</guid>
			<description><![CDATA[Hi Everyone,<br />
<br />
First of all I would like to say that I would be more happy if I had found Esenthel before. I was on Unity and UDK, they are OK, but none of them are indicated for MMO titles, they for sure need 3rd P Programs.<br />
<br />
I'm looking forward to be part of the Esenthel's family already, I really just have some questions that I didn't quite understand by reading most of old threads (due to the fact that they are from 2010). Maybe people that knows EE  (&amp; ||) people with a better network knowledge can answer:<br />
<br />
1) Is EE Server Authoritative, would it be possible to explain better server side here ?<br />
I'm asking this because I found in some threads that people were concerned about physics and collision not being handled in server side. I find this to be the most secure way ( as far as I know from my study ), but looks like thats not the way that EE Server-Client Works, right?<br />
<br />
2) Is EE working today with UDP reliable connection or only TCP for MMOs?<br />
here I just want to understand a little better how things are handled, because the project I'll be trying to put into EE is a Hack &amp; Slash MMO, and for this I think I would need UDP instead of TCP. ( Thats just my thoughts, someone with more pratical experience with the engine may disagree and also say it here, if you guys say that it will roll ok with TCP, than I'm ok with that also! )<br />
<br />
This I found in one thread that the version 2.0 of engine would cover, but I just want to confirm:<br />
<br />
3) is EE just a console prompt today, that does logs and stuff? how its working, and how we can handle it in general ( really open question for better understanding since I didn't find anything directly related to this)<br />
<br />
Talking about Worlds in EE<br />
<br />
4) What about clusters? I think I can answer it. From what I read, EE does not support clustering, each server supports a World ( very large map ), and It already work with streaming ( thats just GREAT ), but if I want to work with clusters to support more users, I would need to do it manually. ( not the case for me yet, since its just for study, I imagine that the max number of player won't be more than 1k).<br />
<br />
5)  what if I have like, one big continent, with two small islands and some dungeons, do I add all of this in the same World ? Like real size ? or do I make gates to other scenes that takes the player to other server that only handles this small pieces of my World, such as islands and dugeons (just imagining a cenario where its not valid to keep all my maps where it really should be, like an 2 undeground deep floor dungeon)<br />
<br />
I think those question will clarify for me a little bit about what is necessary to make a good MMO. I hear people in threads talking about using Raknet instead of EE netcode, which for me does not come to any good, as I feel this engine should be able to do the work without any usage of 3rd part programs, but since I found more than one thread saying Raknet, I started asking myself if there is something that EE really needs help, but again.. I know some threads are old ones and probably should be disregarded.<br />
<br />
An advice for Esenthel: would be good to have a diagram that explain better  that engine does, this is a good example: Photon. Photon looks good, but its just a Server solution that connects to Unity, which means I would need both licenses to publish something. And thats when I found EE. EE pricing is really good and should be the only tool necessary that I'll need. and thats the point here, I finally found an Engine that looks beautiful and got a fixed price with a reasonable value for indie developers and students that want to go deeper in this area, so thanks again for this!<br />
<br />
<br />
Please let me know if I talk too much, if something is confusing, and again, Apologize for a great post for probably repeated questions, feel free to link me with old answers if they are still valid for this version of the engine.<br />
<br />
THANKS !]]></description>
			<content:encoded><![CDATA[Hi Everyone,<br />
<br />
First of all I would like to say that I would be more happy if I had found Esenthel before. I was on Unity and UDK, they are OK, but none of them are indicated for MMO titles, they for sure need 3rd P Programs.<br />
<br />
I'm looking forward to be part of the Esenthel's family already, I really just have some questions that I didn't quite understand by reading most of old threads (due to the fact that they are from 2010). Maybe people that knows EE  (&amp; ||) people with a better network knowledge can answer:<br />
<br />
1) Is EE Server Authoritative, would it be possible to explain better server side here ?<br />
I'm asking this because I found in some threads that people were concerned about physics and collision not being handled in server side. I find this to be the most secure way ( as far as I know from my study ), but looks like thats not the way that EE Server-Client Works, right?<br />
<br />
2) Is EE working today with UDP reliable connection or only TCP for MMOs?<br />
here I just want to understand a little better how things are handled, because the project I'll be trying to put into EE is a Hack &amp; Slash MMO, and for this I think I would need UDP instead of TCP. ( Thats just my thoughts, someone with more pratical experience with the engine may disagree and also say it here, if you guys say that it will roll ok with TCP, than I'm ok with that also! )<br />
<br />
This I found in one thread that the version 2.0 of engine would cover, but I just want to confirm:<br />
<br />
3) is EE just a console prompt today, that does logs and stuff? how its working, and how we can handle it in general ( really open question for better understanding since I didn't find anything directly related to this)<br />
<br />
Talking about Worlds in EE<br />
<br />
4) What about clusters? I think I can answer it. From what I read, EE does not support clustering, each server supports a World ( very large map ), and It already work with streaming ( thats just GREAT ), but if I want to work with clusters to support more users, I would need to do it manually. ( not the case for me yet, since its just for study, I imagine that the max number of player won't be more than 1k).<br />
<br />
5)  what if I have like, one big continent, with two small islands and some dungeons, do I add all of this in the same World ? Like real size ? or do I make gates to other scenes that takes the player to other server that only handles this small pieces of my World, such as islands and dugeons (just imagining a cenario where its not valid to keep all my maps where it really should be, like an 2 undeground deep floor dungeon)<br />
<br />
I think those question will clarify for me a little bit about what is necessary to make a good MMO. I hear people in threads talking about using Raknet instead of EE netcode, which for me does not come to any good, as I feel this engine should be able to do the work without any usage of 3rd part programs, but since I found more than one thread saying Raknet, I started asking myself if there is something that EE really needs help, but again.. I know some threads are old ones and probably should be disregarded.<br />
<br />
An advice for Esenthel: would be good to have a diagram that explain better  that engine does, this is a good example: Photon. Photon looks good, but its just a Server solution that connects to Unity, which means I would need both licenses to publish something. And thats when I found EE. EE pricing is really good and should be the only tool necessary that I'll need. and thats the point here, I finally found an Engine that looks beautiful and got a fixed price with a reasonable value for indie developers and students that want to go deeper in this area, so thanks again for this!<br />
<br />
<br />
Please let me know if I talk too much, if something is confusing, and again, Apologize for a great post for probably repeated questions, feel free to link me with old answers if they are still valid for this version of the engine.<br />
<br />
THANKS !]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[server capability]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=7142</link>
			<pubDate>Tue, 08 Oct 2013 19:58:55 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=7142</guid>
			<description><![CDATA[Hello,<br />
I wrote earlier called elektroGame (2D educational mmorpg - themanaworld fork). Now I plan to write in 3D. Esenthel seemed appropriate. However, I have some questions.<br />
1 - Is it possible to have a GUI on a simple electrical circuit simulation?<br />
2 - Server on simulation scripts written in the XML data to send to the client?<br />
3 - Should there be insufficient eAthena server to use the server as possible?<br />
<br />
Thanks<br />
(sorry my English. I can only read <img src="images/smilies/ym_blushing.gif" style="vertical-align: middle;" border="0" alt="blushing" title="blushing" />)<br />
sample for question 1:<br />
<img src="http://www.elektrogame.net/images/elektrogame/ekran_12.jpg" border="0" alt="[Image: ekran_12.jpg]" />]]></description>
			<content:encoded><![CDATA[Hello,<br />
I wrote earlier called elektroGame (2D educational mmorpg - themanaworld fork). Now I plan to write in 3D. Esenthel seemed appropriate. However, I have some questions.<br />
1 - Is it possible to have a GUI on a simple electrical circuit simulation?<br />
2 - Server on simulation scripts written in the XML data to send to the client?<br />
3 - Should there be insufficient eAthena server to use the server as possible?<br />
<br />
Thanks<br />
(sorry my English. I can only read <img src="images/smilies/ym_blushing.gif" style="vertical-align: middle;" border="0" alt="blushing" title="blushing" />)<br />
sample for question 1:<br />
<img src="http://www.elektrogame.net/images/elektrogame/ekran_12.jpg" border="0" alt="[Image: ekran_12.jpg]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Player run servers and SMORPG]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=5964</link>
			<pubDate>Sun, 17 Feb 2013 14:01:44 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=5964</guid>
			<description><![CDATA[I haven't played it much but I learnt a lot from minecraft<br />
<br />
1 Graphics are not important<br />
2 Its still possible for a small team can make a successful game <br />
etc. etc.<br />
<br />
One aspect of minecraft that is of interest to me is the concept of player run minecraft servers. <br />
<br />
I know from experience that although there can be thousands of MMORPG players on a server we actually interact with quite a small number of other players. <br />
<br />
I also know the <a href="http://en.wikipedia.org/wiki/Freemium" target="_blank">Freemium Business Model</a> has been adopted by most MMORPG companies and it seems to be successful.<br />
<br />
So rather than try to create a MMORPG, give the client away for free, then try to persuade some players to buy subscriptions and ingame items.<br />
<br />
One player (the GM) could pay a subscription for a "Server" then invite their friends to play by downloading the client for free.<br />
<br />
This would be a Small Multiplayer Online Role Playing Game or SMORPG<br />
<br />
One of the many advantages to this model is the GM would be advertising and promoting the game for free. <br />
Also the maximum number of players would be quite small which solves a lot of problems.<br />
<br />
I wonder what you guys think of this idea and whether EE is suited to this GM Server Model.]]></description>
			<content:encoded><![CDATA[I haven't played it much but I learnt a lot from minecraft<br />
<br />
1 Graphics are not important<br />
2 Its still possible for a small team can make a successful game <br />
etc. etc.<br />
<br />
One aspect of minecraft that is of interest to me is the concept of player run minecraft servers. <br />
<br />
I know from experience that although there can be thousands of MMORPG players on a server we actually interact with quite a small number of other players. <br />
<br />
I also know the <a href="http://en.wikipedia.org/wiki/Freemium" target="_blank">Freemium Business Model</a> has been adopted by most MMORPG companies and it seems to be successful.<br />
<br />
So rather than try to create a MMORPG, give the client away for free, then try to persuade some players to buy subscriptions and ingame items.<br />
<br />
One player (the GM) could pay a subscription for a "Server" then invite their friends to play by downloading the client for free.<br />
<br />
This would be a Small Multiplayer Online Role Playing Game or SMORPG<br />
<br />
One of the many advantages to this model is the GM would be advertising and promoting the game for free. <br />
Also the maximum number of players would be quite small which solves a lot of problems.<br />
<br />
I wonder what you guys think of this idea and whether EE is suited to this GM Server Model.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[MMO] Pirates' Nest]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=4174</link>
			<pubDate>Mon, 05 Sep 2011 14:59:07 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=4174</guid>
			<description><![CDATA[<span style="font-weight: bold;">Title</span>: Pirates' Nest<br />
<span style="font-weight: bold;">Title Description</span>: Pirates' Nest is the main "capital" of the Pirates.<br />
<span style="font-weight: bold;">GDD</span>: A small GDD is ready but inconsistent and incomplete/unfinished (it's just 140 pages (no images), am creating a new and more organized GDD of this right now)<br />
<br />
<span style="font-weight: bold;">Gametype</span>: MMORPG<br />
<span style="font-weight: bold;">Genre</span>: Action, puzzle, semi-fantasy, shooter.<br />
<span style="font-weight: bold;">Game keywords</span>: Pirates, Marines, Duels, Puzzles/Mazes/Labyrinths, Manuscripts, PvP, Instances, "fantasy" areas (underwater areas, devil worshipping-clans-areas, myths-related), 3D, Pirate Crews/Marine Crews, Professions (limited), Skills (semi-limited), Abilities (Gifts that you receive ingame), Boats/Ships travelling, Prisons, Ancient Language, Parties (celebrating), Tournaments, Own "Town"/"Guildhouse".<br />
<br />
<span style="font-weight: bold;">Game Mechanic</span>: Based on the skill of the real-life player. You don't have the possibility of selecting an enemy. Battles are realtime. Im thinking of 80% skill and 20% level.<br />
<span style="text-decoration: underline;">Cliché example of the "Fire Gift"</span>: after using a fireball a lot of times, your character figures out that he can make a stream of fire as well.<br />
<span style="font-weight: bold;">Game Battles</span>: Duels, sword-fights, gun-fights, use of abilities, sea-fights; Creatures/animals can also be killed.<br />
<br />
<span style="font-weight: bold;">Special features</span>: No name-tags* (huge customization possibilities), day/night in realtime, unexpected battles(?), no "standard" level-and-quest MMORPG, Teamplay is rewarded, FPP and TPP and BOAT-Perspective, puzzles/riddles/labyrinths in combination with abilities, <span style="text-decoration: underline;"><span style="font-weight: bold;">NOT A SINGLE ELF OR DWARF IN THE ENTIRE GAME</span></span>.<br />
 * Right-click menu shows name, but you can battle faster if you know how your own Crew looks like. Yes, you can kill your own crewmembers as well.<br />
<br />
I intended do develop this all by myself in the long-run (10 year range: gameplay, models and coding), but if anyone is interested in the concept of this game, or you just want to know more, just PM me and we can skype or talk (I don't like typing a lot... But I sure like talking <img src="images/smilies/grin.gif" style="vertical-align: middle;" border="0" alt="grin" title="grin" /> (possible: English, German and Dutch)).]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Title</span>: Pirates' Nest<br />
<span style="font-weight: bold;">Title Description</span>: Pirates' Nest is the main "capital" of the Pirates.<br />
<span style="font-weight: bold;">GDD</span>: A small GDD is ready but inconsistent and incomplete/unfinished (it's just 140 pages (no images), am creating a new and more organized GDD of this right now)<br />
<br />
<span style="font-weight: bold;">Gametype</span>: MMORPG<br />
<span style="font-weight: bold;">Genre</span>: Action, puzzle, semi-fantasy, shooter.<br />
<span style="font-weight: bold;">Game keywords</span>: Pirates, Marines, Duels, Puzzles/Mazes/Labyrinths, Manuscripts, PvP, Instances, "fantasy" areas (underwater areas, devil worshipping-clans-areas, myths-related), 3D, Pirate Crews/Marine Crews, Professions (limited), Skills (semi-limited), Abilities (Gifts that you receive ingame), Boats/Ships travelling, Prisons, Ancient Language, Parties (celebrating), Tournaments, Own "Town"/"Guildhouse".<br />
<br />
<span style="font-weight: bold;">Game Mechanic</span>: Based on the skill of the real-life player. You don't have the possibility of selecting an enemy. Battles are realtime. Im thinking of 80% skill and 20% level.<br />
<span style="text-decoration: underline;">Cliché example of the "Fire Gift"</span>: after using a fireball a lot of times, your character figures out that he can make a stream of fire as well.<br />
<span style="font-weight: bold;">Game Battles</span>: Duels, sword-fights, gun-fights, use of abilities, sea-fights; Creatures/animals can also be killed.<br />
<br />
<span style="font-weight: bold;">Special features</span>: No name-tags* (huge customization possibilities), day/night in realtime, unexpected battles(?), no "standard" level-and-quest MMORPG, Teamplay is rewarded, FPP and TPP and BOAT-Perspective, puzzles/riddles/labyrinths in combination with abilities, <span style="text-decoration: underline;"><span style="font-weight: bold;">NOT A SINGLE ELF OR DWARF IN THE ENTIRE GAME</span></span>.<br />
 * Right-click menu shows name, but you can battle faster if you know how your own Crew looks like. Yes, you can kill your own crewmembers as well.<br />
<br />
I intended do develop this all by myself in the long-run (10 year range: gameplay, models and coding), but if anyone is interested in the concept of this game, or you just want to know more, just PM me and we can skype or talk (I don't like typing a lot... But I sure like talking <img src="images/smilies/grin.gif" style="vertical-align: middle;" border="0" alt="grin" title="grin" /> (possible: English, German and Dutch)).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Action MMORPG in development]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=3854</link>
			<pubDate>Sun, 26 Jun 2011 05:07:45 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=3854</guid>
			<description><![CDATA[so in my project, heres what I have done:<br />
<br />
AI script for attacking, stop aggroing from too far of a distance, despawning after being too far, respawning after despawning and death, and experience gain relative to monster's level and defense, and monster's level is set to randomF(1,3) when it is created so you dont fight everything of the same strength. I have the AI's attack power relative to level based on a formula.<br />
<br />
Player combat is partially complete, letting Ms.bp(0) be an attack, both melee and ranged. Ms.b(1) makes a sharpshot type accuracy enhancer like looking in a scope, shift is sprinting and makes jumping longer. player damage is determined by randomF(Player.strength, Player.attackdmg), and attackdmg is calculated by Player.strength + Round(Player.dexterity / 2).<br />
<br />
I have some Hud/gui components implemented, just raw alpha tests, and an actionbar with gui buttons which will be set to images based on skills.<br />
no skills are implemented yet as Im still working on basic mechanics. Name, HP, and Stamina are displayed in a WoW, RoM, Rift, Lotro, etc like display in top left.<br />
<br />
The magic, skill, and sprinting system will all take from stamina, which is the main thing that separates this system from alot of others. The battle system is based on FPS style, not too in depth, eventually will allow headshots for higher dmg. click mouse to attack, if you want to dodge, move away, if you want to be stronger, raise your defense so you can take hits more. I will add a block command which alters the animation and defense of the character while the block is held, kind of like Champions online.<br />
<br />
As far as features, I plan to implement player housing, an intensive questing system, farming (for the casual), alchemy, armorcraft, weaponcraft, cooking, merchanting(quests which involve taking an item and selling it in a different town for exp and rewards), and many other features that I personally would like to see in a MMO.<br />
<br />
On my roadmap (as sloppy as it seems) I will not implement MMO (client/server) functionality until the game becomes somewhat enjoyable, so it will remain a singleplayer rpg until then.<br />
<br />
once I have a name for the game, a modeler (I cant model worth crap but voluntary based on my game design which I think tons of people would agree with that we need in today's mmo market), a website, and a playable demo, I will release further information.<br />
<br />
If anyone would like to assist in this project to make my dream of an mmorpg become a reality, email me at jwhenry3@yahoo.com.<br />
<br />
The things i need most are:<br />
3d Modeler,<br />
Animator,<br />
Graphics designer,<br />
Networking Coder.<br />
<br />
I assume the role in this project as:<br />
Game Mechanics Coder,<br />
Head Game Designer<br />
<br />
If anyone believes their skills could be useful to making the most epic MMORPG]]></description>
			<content:encoded><![CDATA[so in my project, heres what I have done:<br />
<br />
AI script for attacking, stop aggroing from too far of a distance, despawning after being too far, respawning after despawning and death, and experience gain relative to monster's level and defense, and monster's level is set to randomF(1,3) when it is created so you dont fight everything of the same strength. I have the AI's attack power relative to level based on a formula.<br />
<br />
Player combat is partially complete, letting Ms.bp(0) be an attack, both melee and ranged. Ms.b(1) makes a sharpshot type accuracy enhancer like looking in a scope, shift is sprinting and makes jumping longer. player damage is determined by randomF(Player.strength, Player.attackdmg), and attackdmg is calculated by Player.strength + Round(Player.dexterity / 2).<br />
<br />
I have some Hud/gui components implemented, just raw alpha tests, and an actionbar with gui buttons which will be set to images based on skills.<br />
no skills are implemented yet as Im still working on basic mechanics. Name, HP, and Stamina are displayed in a WoW, RoM, Rift, Lotro, etc like display in top left.<br />
<br />
The magic, skill, and sprinting system will all take from stamina, which is the main thing that separates this system from alot of others. The battle system is based on FPS style, not too in depth, eventually will allow headshots for higher dmg. click mouse to attack, if you want to dodge, move away, if you want to be stronger, raise your defense so you can take hits more. I will add a block command which alters the animation and defense of the character while the block is held, kind of like Champions online.<br />
<br />
As far as features, I plan to implement player housing, an intensive questing system, farming (for the casual), alchemy, armorcraft, weaponcraft, cooking, merchanting(quests which involve taking an item and selling it in a different town for exp and rewards), and many other features that I personally would like to see in a MMO.<br />
<br />
On my roadmap (as sloppy as it seems) I will not implement MMO (client/server) functionality until the game becomes somewhat enjoyable, so it will remain a singleplayer rpg until then.<br />
<br />
once I have a name for the game, a modeler (I cant model worth crap but voluntary based on my game design which I think tons of people would agree with that we need in today's mmo market), a website, and a playable demo, I will release further information.<br />
<br />
If anyone would like to assist in this project to make my dream of an mmorpg become a reality, email me at jwhenry3@yahoo.com.<br />
<br />
The things i need most are:<br />
3d Modeler,<br />
Animator,<br />
Graphics designer,<br />
Networking Coder.<br />
<br />
I assume the role in this project as:<br />
Game Mechanics Coder,<br />
Head Game Designer<br />
<br />
If anyone believes their skills could be useful to making the most epic MMORPG]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A few questions about developing an MMO using Esenthel]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=3633</link>
			<pubDate>Wed, 11 May 2011 01:22:54 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=3633</guid>
			<description><![CDATA[Hi, i've been working as a programmer for a few weeks now on an MMO using the Esenthel engine called Hedron Online (<a href="http://www.hedrononline.com/)." target="_blank">http://www.hedrononline.com/).</a> I have a few questions regarding the using the MMO base code for an actual working title.<br />
<br />
1. Is the built in network code robust enough to be used in an MMO? Although initially we only need to be able to support a few players, the server needs to be scalable so that we can potentially support hundreds / thousands of players per server.<br />
<br />
2. Is the use of peer to peer networking in multiplayer games really safe? Surely trusting the player to send accurate and unmodified data is a bad thing.<br />
<br />
3. Would it be possible to re-write the network code without having the full engine sourcecode? If we were to use Raknet, would it make more sense to start from scratch using Esenthel than using the MMO base?<br />
<br />
4. Assuming we did write our own network code, would it be possible to implement clustering without the actual engine code?<br />
<br />
5. Is there some way to get access to the engine code without buying an ultimate license? Is there some kind of license inbetween a company and ultimate that gives full code access without the features on request?<br />
<br />
6. Regarding future updates to the MMO base, are there any planned? If so, is there somewhere that we can see a list of features that will be implemented? Is there a timeline for the release of such features?]]></description>
			<content:encoded><![CDATA[Hi, i've been working as a programmer for a few weeks now on an MMO using the Esenthel engine called Hedron Online (<a href="http://www.hedrononline.com/)." target="_blank">http://www.hedrononline.com/).</a> I have a few questions regarding the using the MMO base code for an actual working title.<br />
<br />
1. Is the built in network code robust enough to be used in an MMO? Although initially we only need to be able to support a few players, the server needs to be scalable so that we can potentially support hundreds / thousands of players per server.<br />
<br />
2. Is the use of peer to peer networking in multiplayer games really safe? Surely trusting the player to send accurate and unmodified data is a bad thing.<br />
<br />
3. Would it be possible to re-write the network code without having the full engine sourcecode? If we were to use Raknet, would it make more sense to start from scratch using Esenthel than using the MMO base?<br />
<br />
4. Assuming we did write our own network code, would it be possible to implement clustering without the actual engine code?<br />
<br />
5. Is there some way to get access to the engine code without buying an ultimate license? Is there some kind of license inbetween a company and ultimate that gives full code access without the features on request?<br />
<br />
6. Regarding future updates to the MMO base, are there any planned? If so, is there somewhere that we can see a list of features that will be implemented? Is there a timeline for the release of such features?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MMO In The Works!!]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=3556</link>
			<pubDate>Wed, 27 Apr 2011 01:42:03 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=3556</guid>
			<description><![CDATA[Hello everyone Just wanted to pop on and post that me and my brother are working on a new MMORPG! <br />
<br />
Basicly we only have 2 people working on it and looking for more any who is intrested. We are planning on getting the full version of Esenthel as soon as we can. For right now were working on getting the cheap version first.<br />
<br />
Right now were on the stage of concept and ideas allso useing the free version to map out the regions of the mmo and see how far we can take the free version. <br />
<br />
Here are some ideas.<br />
1: Action type Combat<br />
2: Player King and Political system<br />
3: Charactors able to be Customised by the player<br />
4: Player Made Items <br />
5: Player run economy <br />
6: Players can gather Resoucers Examples for now: Gold,Wood,Iron,herbs,Crystals,diamonds,Jewles,Steel,Bone,Copper,dye,<br />
7: Less Npcs More Player ran Citys/Some NPC Guards And quest givers<br />
8: PVP system Debateing<br />
9: Skills Debateing<br />
10: 2 Warring Factions<br />
11: 6 Diffrent races<br />
<br />
And were planning to start small on diffrent factions and release them as we go once the MMORPG is released we have a ways to go and would love some help if anyone would like to help <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /> Anyways just wanted to let yall know whats going on. <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /><hr />
<br />
Ok I will be Updateding as we go remeber we are right now useing the demo version of the Engine so we dont have all the stuff but heres one picture of the world were working on ill add more soon. <a href="http://img846.imageshack.us/f/theworld.png/" target="_blank">http://img846.imageshack.us/f/theworld.png/</a>]]></description>
			<content:encoded><![CDATA[Hello everyone Just wanted to pop on and post that me and my brother are working on a new MMORPG! <br />
<br />
Basicly we only have 2 people working on it and looking for more any who is intrested. We are planning on getting the full version of Esenthel as soon as we can. For right now were working on getting the cheap version first.<br />
<br />
Right now were on the stage of concept and ideas allso useing the free version to map out the regions of the mmo and see how far we can take the free version. <br />
<br />
Here are some ideas.<br />
1: Action type Combat<br />
2: Player King and Political system<br />
3: Charactors able to be Customised by the player<br />
4: Player Made Items <br />
5: Player run economy <br />
6: Players can gather Resoucers Examples for now: Gold,Wood,Iron,herbs,Crystals,diamonds,Jewles,Steel,Bone,Copper,dye,<br />
7: Less Npcs More Player ran Citys/Some NPC Guards And quest givers<br />
8: PVP system Debateing<br />
9: Skills Debateing<br />
10: 2 Warring Factions<br />
11: 6 Diffrent races<br />
<br />
And were planning to start small on diffrent factions and release them as we go once the MMORPG is released we have a ways to go and would love some help if anyone would like to help <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /> Anyways just wanted to let yall know whats going on. <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /><hr />
<br />
Ok I will be Updateding as we go remeber we are right now useing the demo version of the Engine so we dont have all the stuff but heres one picture of the world were working on ill add more soon. <a href="http://img846.imageshack.us/f/theworld.png/" target="_blank">http://img846.imageshack.us/f/theworld.png/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MMO in development]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=2738</link>
			<pubDate>Wed, 17 Nov 2010 22:00:01 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=2738</guid>
			<description><![CDATA[Hi everyone.  I've been working on developing an MMORPG for about a year now and have recently decided to use the Esenthel engine.  Originally I was going to use the Abyssal Engine (Hero engine before that but they wanted &#36;10,000 for it) but after some not so impressive experiences with the toolset, the absolute lack of support, and the inability to find one single game made with it to see what it can truly do, I changed my mind after stumbling upon the Esenthel engine.<br />
<br />
Since I'm switching to Esenthel, I pretty much have to start over on many things but after playing with it I've discovered that it won't be so bad after all because it is very easy to use (compared to what I'm used to)!<br />
<br />
It is still in early stages of development but I have been posting on forums about it and how it is coming along because I am forever seeking opinions and insight from gamers.  The way I see it, why make a game if you're not up to date on what gamers like?<br />
<br />
At any rate, the name of the game is Hedron Online and rather than be redundant and type a very long message here about the game, I'm going to include links so you can get info on it.  One of the links is to a kickstarter project I have up which was originally to help me get the full version of the Abyssal.  Now it's to help me get the full version of Esenthel <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="wink" title="wink" /><br />
<br />
Kickstarter: <a href="http://kck.st/9JXc8n" target="_blank"> <a href="http://kck.st/9JXc8n" target="_blank">http://kck.st/9JXc8n</a></a><br />
<br />
Splash page:  <a href="http://hedrononline.com" target="_blank">http://hedrononline.com</a><br />
<br />
Blog:  <a href="http://hedrononline.com/blog" target="_blank">http://hedrononline.com/blog</a><br />
<br />
Facebook:  <a href="http://www.facebook.com/pages/edit/?id=153121744724455&amp;sk=basic#!/pages/Hedron-Online/153121744724455" target="_blank">http://www.facebook.com/pages/edit/?id=1...1744724455</a><br />
<br />
Twitter:  <a href="http://twitter.com/hedrononline" target="_blank">http://twitter.com/hedrononline</a><br />
Trend:  #hedron<br />
<br />
Just wanted to say hi and give you a little info about what I'm planning to do with the Esenthel engine <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" />]]></description>
			<content:encoded><![CDATA[Hi everyone.  I've been working on developing an MMORPG for about a year now and have recently decided to use the Esenthel engine.  Originally I was going to use the Abyssal Engine (Hero engine before that but they wanted &#36;10,000 for it) but after some not so impressive experiences with the toolset, the absolute lack of support, and the inability to find one single game made with it to see what it can truly do, I changed my mind after stumbling upon the Esenthel engine.<br />
<br />
Since I'm switching to Esenthel, I pretty much have to start over on many things but after playing with it I've discovered that it won't be so bad after all because it is very easy to use (compared to what I'm used to)!<br />
<br />
It is still in early stages of development but I have been posting on forums about it and how it is coming along because I am forever seeking opinions and insight from gamers.  The way I see it, why make a game if you're not up to date on what gamers like?<br />
<br />
At any rate, the name of the game is Hedron Online and rather than be redundant and type a very long message here about the game, I'm going to include links so you can get info on it.  One of the links is to a kickstarter project I have up which was originally to help me get the full version of the Abyssal.  Now it's to help me get the full version of Esenthel <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="wink" title="wink" /><br />
<br />
Kickstarter: <a href="http://kck.st/9JXc8n" target="_blank"> <a href="http://kck.st/9JXc8n" target="_blank">http://kck.st/9JXc8n</a></a><br />
<br />
Splash page:  <a href="http://hedrononline.com" target="_blank">http://hedrononline.com</a><br />
<br />
Blog:  <a href="http://hedrononline.com/blog" target="_blank">http://hedrononline.com/blog</a><br />
<br />
Facebook:  <a href="http://www.facebook.com/pages/edit/?id=153121744724455&amp;sk=basic#!/pages/Hedron-Online/153121744724455" target="_blank">http://www.facebook.com/pages/edit/?id=1...1744724455</a><br />
<br />
Twitter:  <a href="http://twitter.com/hedrononline" target="_blank">http://twitter.com/hedrononline</a><br />
Trend:  #hedron<br />
<br />
Just wanted to say hi and give you a little info about what I'm planning to do with the Esenthel engine <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Feasibility Question: MMOTPS/FPS]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=2682</link>
			<pubDate>Mon, 08 Nov 2010 03:40:19 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=2682</guid>
			<description><![CDATA[So...<br />
<br />
I guess I will start. Hi everyone. My name is Ash, and Im a mmorpgaholic.<br />
<br />
Jokes aside, my team and I have been working on a TC/LiteMMO project for the last 3 years, and the featureset is nearing completion.<br />
<br />
We are using a standard game engine and it's toolset at the moment, labelling it as a mod and clustering the game servers (96 player max) together to make a semi-mmo.<br />
<br />
At one stage, for about a year we bought realm crafter as we felt our current environment was too restrictive. Like all people who bought realm crafter, we ended up with an acrid, urine-like taste in our mouths.<br />
<br />
Just an utterly, totally terrible product.<br />
<br />
After completing our current project (less than a year away maximum, shooting for 8-9 months), the team would like to work on a small scale mmo to try make a bit of on-the-side cash from our day jobs, and work our projects up in scale from there.<br />
<br />
We dont need to be a multi billion dollar corp with millions of subs and all that. We want to be a 'floating' team of people doing it more as a hobby rather than anything else.<br />
Keeping the scale and the team small, we hope to put together a very simple, yet highly enjoyable game for people to play.<br />
<br />
I have spent years studying/learning/etc in game design and architecture. I was taught in various institutions for years and have a lot of indy/modding experience behind me. <br />
I have spent the last 13 years making games in one way or another. I first cut my teeth on klik and play, if anyone remembers that.<br />
<br />
We believe we have a fairly solid, simple, enjoyable and longlife game concept and have started tentatively shopping around for something good.<br />
<br />
Most MMORPG engines are centered around something like everquest and working up from there, featurewise.<br />
<br />
What we want is something that plays similar to, say, mass effect.<br />
<br />
Seeing that esenthel now has MMORPG support is frankly very exciting, as the bloodbath demo shows us that shooters are very possible in esenthel.<br />
<br />
Seeing the mmo demo shows us that, well, MMO's are possible.<br />
<br />
Our game structure design is somehow meeting the two. We want the run and gun feel of an over-the-shoulder shooter, with the tactical/ease of use targetability of an MMORPG. <br />
<br />
Instead of using physics to calculate projectile trajectories, we intend to have something similar to VATS in fallout, but in realtime and without the excessive clicking. We have a theoretical concept that allows us to do this, without it getting in the way of the action.<br />
<br />
I am a highly proficient AI scripter and systems scripter using various game languages, but have never done anything further, eg using pure c++ (even though all the scripting languages I have used are based on c++ or higher level implementations of it).<br />
<br />
So, I have a few questions.<br />
<br />
<ol type="1">
<li>What is the network performance like for the mmo features? Do they include realtime position data of the character at the same rate as the FPS demo bloodbath, for instance? what are average transmit numbers for a lot of movement?</li>
<li>I gather there isnt an in-game scripting compiler, you need to use visual studio c++ externally from esenthel to make scripts - is this correct?</li>
<li>What is the max player count for the esenthel mmo server? is it clusterable?</li>
<li>I notice that things like "player vs player" is not implemented yet in the feature roadmap. Could I still write my own combat system using the tools available, and have it work over the mmo connection?</li>
<li>I notice that buying a certain license allows custom shaders - do the esenthel custom shaders support shell/fur grass?</li>
<li>What is the method to store character data in game space - for exampe, caching a player's stats after reading them from a database.</li>
<li>What database does esenthel mmo use?<br />
</li></ol>
<br />
<br />
I would like to stress at this point I am not some guy who "wants to make, liek, the wow killer!" or some noob who is wide eyed and has no idea.<br />
My current project has taught me untold amounts of things about MMO creation, and I have worked in all parts from GUI to code to art to animation to terrain to music to... well, all of it really.<br />
I have realistic expectations in regards to playerbase. While my current project at one stage had a fanbase of over 10,000 this was due to us using an already popular IP. I do not expect anywhere near that number for an original IP.<br />
<br />
The IP I have planned to use, I have worked on for the better part of 6 years. It is part of a novel that I will probably, eventually, release one day.<br />
<br />
All of the core game systems have been mapped out over the last 3 years in documentation in some place or another, though it is still in flux and will change with testing.<br />
<br />
We have no messy classes/spells/abilities/etc and the core game mechanic is relatively simplistic.<br />
<br />
<br />
So yeah, basically just those questions. Is esenthel right for us?<br />
<br />
-Ash]]></description>
			<content:encoded><![CDATA[So...<br />
<br />
I guess I will start. Hi everyone. My name is Ash, and Im a mmorpgaholic.<br />
<br />
Jokes aside, my team and I have been working on a TC/LiteMMO project for the last 3 years, and the featureset is nearing completion.<br />
<br />
We are using a standard game engine and it's toolset at the moment, labelling it as a mod and clustering the game servers (96 player max) together to make a semi-mmo.<br />
<br />
At one stage, for about a year we bought realm crafter as we felt our current environment was too restrictive. Like all people who bought realm crafter, we ended up with an acrid, urine-like taste in our mouths.<br />
<br />
Just an utterly, totally terrible product.<br />
<br />
After completing our current project (less than a year away maximum, shooting for 8-9 months), the team would like to work on a small scale mmo to try make a bit of on-the-side cash from our day jobs, and work our projects up in scale from there.<br />
<br />
We dont need to be a multi billion dollar corp with millions of subs and all that. We want to be a 'floating' team of people doing it more as a hobby rather than anything else.<br />
Keeping the scale and the team small, we hope to put together a very simple, yet highly enjoyable game for people to play.<br />
<br />
I have spent years studying/learning/etc in game design and architecture. I was taught in various institutions for years and have a lot of indy/modding experience behind me. <br />
I have spent the last 13 years making games in one way or another. I first cut my teeth on klik and play, if anyone remembers that.<br />
<br />
We believe we have a fairly solid, simple, enjoyable and longlife game concept and have started tentatively shopping around for something good.<br />
<br />
Most MMORPG engines are centered around something like everquest and working up from there, featurewise.<br />
<br />
What we want is something that plays similar to, say, mass effect.<br />
<br />
Seeing that esenthel now has MMORPG support is frankly very exciting, as the bloodbath demo shows us that shooters are very possible in esenthel.<br />
<br />
Seeing the mmo demo shows us that, well, MMO's are possible.<br />
<br />
Our game structure design is somehow meeting the two. We want the run and gun feel of an over-the-shoulder shooter, with the tactical/ease of use targetability of an MMORPG. <br />
<br />
Instead of using physics to calculate projectile trajectories, we intend to have something similar to VATS in fallout, but in realtime and without the excessive clicking. We have a theoretical concept that allows us to do this, without it getting in the way of the action.<br />
<br />
I am a highly proficient AI scripter and systems scripter using various game languages, but have never done anything further, eg using pure c++ (even though all the scripting languages I have used are based on c++ or higher level implementations of it).<br />
<br />
So, I have a few questions.<br />
<br />
<ol type="1">
<li>What is the network performance like for the mmo features? Do they include realtime position data of the character at the same rate as the FPS demo bloodbath, for instance? what are average transmit numbers for a lot of movement?</li>
<li>I gather there isnt an in-game scripting compiler, you need to use visual studio c++ externally from esenthel to make scripts - is this correct?</li>
<li>What is the max player count for the esenthel mmo server? is it clusterable?</li>
<li>I notice that things like "player vs player" is not implemented yet in the feature roadmap. Could I still write my own combat system using the tools available, and have it work over the mmo connection?</li>
<li>I notice that buying a certain license allows custom shaders - do the esenthel custom shaders support shell/fur grass?</li>
<li>What is the method to store character data in game space - for exampe, caching a player's stats after reading them from a database.</li>
<li>What database does esenthel mmo use?<br />
</li></ol>
<br />
<br />
I would like to stress at this point I am not some guy who "wants to make, liek, the wow killer!" or some noob who is wide eyed and has no idea.<br />
My current project has taught me untold amounts of things about MMO creation, and I have worked in all parts from GUI to code to art to animation to terrain to music to... well, all of it really.<br />
I have realistic expectations in regards to playerbase. While my current project at one stage had a fanbase of over 10,000 this was due to us using an already popular IP. I do not expect anywhere near that number for an original IP.<br />
<br />
The IP I have planned to use, I have worked on for the better part of 6 years. It is part of a novel that I will probably, eventually, release one day.<br />
<br />
All of the core game systems have been mapped out over the last 3 years in documentation in some place or another, though it is still in flux and will change with testing.<br />
<br />
We have no messy classes/spells/abilities/etc and the core game mechanic is relatively simplistic.<br />
<br />
<br />
So yeah, basically just those questions. Is esenthel right for us?<br />
<br />
-Ash]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making an MMORPG]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=2675</link>
			<pubDate>Sat, 06 Nov 2010 12:04:19 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=2675</guid>
			<description><![CDATA[Hey!<br />
<br />
My idea is to create a 3D MMORPG like Runes of Magic or WoW, using Esenthel. Of course it would have some unique features. The idea is to make the game free, then make some downloadable content for money (like runescape). The quest and the story could be a little bit more complex than WoW, but the interface and GUI should be really simple like Runescape. I don't want a lot unique animations or characters, just something playable. The downloadable contents would be the more complex part of it. <br />
So my question is: what things do i need to do in order to make a game like that?<br />
And of course, everyone can join the development, i'll need a lot help <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" />]]></description>
			<content:encoded><![CDATA[Hey!<br />
<br />
My idea is to create a 3D MMORPG like Runes of Magic or WoW, using Esenthel. Of course it would have some unique features. The idea is to make the game free, then make some downloadable content for money (like runescape). The quest and the story could be a little bit more complex than WoW, but the interface and GUI should be really simple like Runescape. I don't want a lot unique animations or characters, just something playable. The downloadable contents would be the more complex part of it. <br />
So my question is: what things do i need to do in order to make a game like that?<br />
And of course, everyone can join the development, i'll need a lot help <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" />]]></content:encoded>
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