I played a little Allods Online during the closed beta and was impressed with what I saw. It felt polished for a free to play game, and there was just the right balance of WoW clone and original features to give it a broad appeal. This week the cash shop opened, and boy are the … Continue reading Allods Online Cash Shop Woes
Category: Design
SmartFoxServer, Photon and Project Darkstar
We’ve started on the design for the next game and as it’s going to use a completely custom client I’ve been looking around at more general socket servers for the backend. I had toyed with the idea of using our existing engine built on top of Nakedmud, but came to the conclusion that we need … Continue reading SmartFoxServer, Photon and Project Darkstar
Skill advancement over time
There are a few ways that you can handle skill advancement in your game: Increase over timeIncrease through use (either success, failure or both)Purchased with gold, experience or some other tokenIncrease with character level In the next couple of posts I am going to examine a few of these methods, starting with the skill advancement … Continue reading Skill advancement over time
Overcoming automation in PvP combat
PvP combat is something that is very dear to my heart and nothing quite beats the rush from testing myself against a human opponent. You just don’t get those extremes of emotion from the elation of victory to the utter despair of defeat when fighting against mobs. One problem you are going to face when … Continue reading Overcoming automation in PvP combat
A modern text MMO?
I know I said last time I was going to look at areas where graphical games could learn from text MUDs, but I don’t think that’s a very interesting topic. I think it’s far more useful for those of us working in text to look at what we can learn from the big budget modern … Continue reading A modern text MMO?
Commercialisation and Charging Models
I’ve talked before about how I think more commercial muds would benefit the whole of the mudding community and in this article I’m going to look at some of the options mud creators have for commercialising their work. Subscriptions In a subscription model all players pay a regular fixed amount to access the game. Players … Continue reading Commercialisation and Charging Models
