WorldForge Forges Ahead 82
Anonymous Coward writes "LinuxWorld has an article up about the WorldForge Projects's game Acorn. Some of the developers of this cool open source EverQuest-like game are hanging out in the article forum answering questions. The groovy thing about the game is that you can contribute to it creatively more than with Ultima, etc., making your own special items and other stuff." There are several of these MMORPG's kicking around, and while I applaud their efforts I have this sneaking suspicion that the amount of work required is so high that none of them will ever be completed.
Death Spirals, etc (Score:2)
All to often you will have somthing that will break the game show up. The obvious things are easy to legislate against.
Hand grenades and beam weapons and other one sided technologies, introduced by a player, in a low end medieval fantasy world, for example.
An example of this is in song-writing. I can remember one guy writing a song, playing it for a friend, who comment was that it would be a heck of a lot better if it sounded like Led Zeppelin
Of Course , most players are smarter that this, but let's face it, you do have that class of player who wants to convert everything they touch into another shooter program.
Some of the funniest games I ever played in a pencil and paper setup were with characters that were deliberately and well under powered. (runaway! runaway!)
So I wish them luck, knowing how difficult it is to do this sort of thing right.
Re:Is this a Good Thing(tm)? (Score:3)
We do not trust the clients. That is actually one of our basic design principles. The server does all the world and character related calculations. The clients are of course free to use prediction, but the server always has the final say.
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Hans Häggström, WorldForge developer.
Maps con be nonfree too (Score:1)
Re:Paying for a free game (Score:1)
that's not to say that they shouldn't be appluaded for their work though.
Re:Open Source Multiplayer Games (Score:1)
So we aren't really tackling the tougher issue; does opensource make security in multiplayer games too difficult?
I don't know, but quite possibly. The reason I say this is that security is difficult (nearly impossible) to obtain in multiplayer games when they are closed source and proprietary, and anything that makes it even a slight bit more difficult is not acceptable unless you're willing to concede defeat and let the cheaters have their way.
I hate to say it, but cheating in any multiplayer game project is going to be extremely difficult to curtail, and having the source code available to the public is not likely going to help matters.
Of course they could do a "blessed binary" distribution for each gameworld, kind of like nethack. That still works... right?
Re:Competition (Score:1)
MMORPGS are easy to complete (Score:1)
One last thing... (Score:2)
Re:WorldForge needs to pull it together (Score:1)
-- Nothan
What is wrong with having "only" 300 people ? (Score:1)
This actually shows that open source should be about creating the tools for people to make these worlds, not for ruuning the servers themselves.
Another thing following from my argument is that a distributed server, call it peer to peer if you want, is better.
What it takes to create such a server is doing very "engine" like things, to allow player and wizard migration between different servers.
Re:Never completed? (Score:1)
Good luck, I hope it turns out well for you (Score:1)
Re:.. ousted from the community (Score:1)
Good idea anyway.
A worldforge peer to peer client (Score:1)
Re:A worldforge peer to peer client (Score:1)
I personally hope to see a peer-to-peer system in the future. I do, however, realise that there are tremendous technical challenges involved in creating one that is secure (if that is even possible). So for the time being I will continue to be:
-Scott Tillman aka SpeedBump
Worldforge developer for the STAGE server
Hmm, how much can these two projects overlap? (Score:1)
Anyways, given that different games have different needs (I wouldn't want a P2P MMRPG, too much wiggle room for cheating) I think that the two projects aren't really competitors. I mean, if I'm throwing around information about a sprite-based action game (see Nil [sourceforge.net] for a good example) I probably would prefer P2P for the latency, and just use the honor system and social pressures to weed out cheaters... and frankly, writing and using 'helpful' (as opposed to cheating) scripts and macros would be part of the fun of the game, on another end. I've occasionally wondered if there's a gaming niche for 'cyborg' gaming, i.e., scripts/hacks allowed, just share what ones you use to get that give you that edge... the maps and games created for such gaming would be pretty weird and cool, probably... imagine making a game run by bots, where your sole role and ability is to co-ordinate them... I wonder if that's one of the things Valve is considering w/Team Fortress 2? I heard the 'Commander' role is approaching a certain amount of RTS in style, I believe
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IANASRP- I am not a self-referential phrase
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Re:WorldForge needs to pull it together (Score:1)
We are aware of the problems with the current website, and are working on a new website with better structure.
However, keep in mind that www.worldforge.org [worldforge.org] is a developer website. Using Wiki allows team members to keep the website pages related to things they work on updated. This also means that they can be a bit less organized. In the future we intend to set up www.worldforge.com as a page for players, and www.worldforge.net as a portal to existing servers.
I would love to see WorldForge succeed, and I might have been a part-time contributor, but there doesn't seem to be any clear direction or central motivation. Ultimately, they're going to need some to make a decent game because MMORPG's are huge productions.
We do have a very clear Master Plan [worldforge.org]. The basic idea is to implement successively more complete games, until we get to our goal, a complete fantasy MMORPG taking place in the Dural [worldforge.org] world.
We also have instructions for new developers [worldforge.org], and there are always friendly people that are ready to answer questions on our irc server, irc.worldforge.org, channel #lounge. Feel free to drop in!
--
Hans Häggström, WorldForge developer.
OOPs (Score:2)
Re:Never completed? (Score:1)
Re:Open Source Multiplayer Games (Score:1)
WorldForge Forges Ahead (Score:2)
All Open Source projects will always be completed. It's your kind of pessimism we don't need in the world of OS programming. If you think it's not gonna get done, why don't you take some of your free time and go help them? No, it's a lot easier to sit there and not do a goddamn thing but berate everyone else for not writing programs that do exactly what you like.
(okay, if you've been agreeing with me so far, may I point out three reasons you're on crack:
1. michael has a valid point based on the complexity of such projects alone... artwork, gameplay, and plot are all factors as well
2. michael has a life other than dropping everything to write a game to give out to the rest of the world.
3. No project is guaranteed to get completed, for a variety of plausible or oddball reasons. After all, a meteor might land tomorrow... do you want God to hold it against you that you didn't make the deadline for your DeCSS Mozilla plugin?
Thank you.)
Re:Is this a Good Thing(tm)? (Score:1)
Re:What is wrong with having "only" 300 people ? (Score:1)
Then because everything is open source, you could theoretically set up your own game server at home and create your own land with a HUGE castle, and let only those you want in(ie. you could give them a password in the game when you meet them or something). Then you could link your server to others via a bridge, boat, tunnel, etc.(see previous for more ways to migrate between servers). Then I can lure unsuspecting pursuers or enemies into my land and have my own demon horde slaughter them while I turn into an invincible god! "Muhahaha! This is my turf infidels!! I am god here!" I shall scream as I roast all would be slayers with the gouts of flames shooting out my nostrils. That's not cheating though! They invaded my land! And what business did they have chasing me and shooting arrows at me like that? Well, ya I guess I did steal their stash of diamonds, but it was just sitting there! Alright so maybe not, but hey, it's every man for himself in this world.
Now tell me that doesn't sound cool.
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"People who bite the hand that feeds them usually lick the boot that kicks them"
Re:More work on the server. (Score:2)
Except that it doesn't scale up ! Ask Carmack about how he feels about having everything on the server.
MMPRG's are stuck between two bad extremes
ac (Score:2)
Idiot (Score:2)
deCSS has clearly shown that this principle doesn't work. Blowfish, AES, TEA, RSA,
Kindly pull your head out of your ass.
There's a world of difference between enabling secure communications with an open source program and preventing cheating in multiplayer games.
In cryptograpy <oversimplification> the goal is to enable Alfred and Betty to communicate without letting Chris listen in. </oversimplification> This assumes that Alfred and Betty can trust each other not to phone up Chris and tell him what the other person said. In short, you can trust the client - it's third parties you can't trust.
In gaming, this assumption does not hold. I can not trust Betty not to hack her client and frag my ass by shooting through walls. There are only 3 ways that I can deal with this.
1) I can just accept that Betty might be cheating and try to avoid the servers that she plays on.
2) I can try to ensure that Betty will have a very difficult time cheating by hiding the source code from her. This is security through obscurity, but I will make it impossible for *most* gamers to create cheating clients. If Debbie does build a cheating client and share it with Betty, I can release a patch that will break it and make make go back to the drawing board and release a new one. Since Betty, Beatrice, Bill and Bob aren't all that bright, they will have to play fair, at least until Debbie builds a new cheating client. This is security through obscurity, but it's workable.
3) I can move all the crucial logic from the client to the server. Since Frank runs the server and is trustworthy, I don't have to worry about hiding the source from Betty or Debbie. This is the most effective method of dealing with cheaters, but it also will increase bandwidth requirements and cpu overhead on the server. Either Frank or myself will have to spend serious cash on servers and tell the modem users to fuck off, or we'll have to live with shitty performance.
Those are my options. If I am a for-profit development house, option 2 is the most attractive one for me. I don't want to spend lots of money on servers or tell modem users to fuck themselves so option 3 is right out. Option 1 is also right out, as widespread cheating will piss off my user base and hurt sales.
Sure it's security through obscurity, but as long as you can keep the userbase *relatively* free of cheaters, that's *good enough*. The users will complain about campers and low ping bastards instead, and since they do that with *every* game, it won't hurt sales.
Security through obscurity is only a bad thing if a single exploit can fuck you over. If someone hacks your credit card database, or the government reads your emails about your pot smuggling operation, that's a disaster. If 1 or 2 people figure out how to cheat at counterstrike, that's only a *very* minor annoyance. Security through obscurity does work to restrict the number of people who can find holes. As long as your system can tolerate a small number of cheaters, you do not need bulletproof security.
Understand?
--Shoeboy
Halt, traveller ! (Score:1)
Really enter(yes/no) ?
Re:Is this a Good Thing(tm)? (Score:2)
The WorldForge philosophy, as I understand it, is that anything you can do with a client from an automation or display standpoint is 100% legal. So, provided there's not a bug in server enforcement of game rules, the open-source thing should be a non-issue.
However, I do disagree with some of the philisophical decisions the WorldForge developers have made on this issue. As I understand it, it would be legal to have a bevy of automated "slaves" that bankroll your main character.
Re:Is this a Good Thing(tm)? (Score:2)
No, they couldn't. While WF does give wiki accounts out like candy, CVS is read-only until someone contributes something real.
Re:What is wrong with having "only" 300 people ? (Score:1)
They are both "frameworks for enabling multi-user three-dimensional worlds" based on different protocols. Verse is client-server(written in C), Gel3d is peer-to-peer(written in C++).
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"People who bite the hand that feeds them usually lick the boot that kicks them"
Re:Yes, but ... (Score:1)
That's an interesting point, and one that has been discussed on our IRC channels. We see no reason to not implement sex, and are planning on implementing sexual reproduction in the final game. If somebody does not want it in their game world, they are always free to run a server with sex turned off. Whether to display anatomically correct models would be up to the clients too.
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Hans Häggström, WorldForge developer.
Thank you (Score:1)
I guess what I meant by lack of a central plan is that you seem to be working on several different things at the same time, which seems to be a tough road to hoe.
Best of luck, I'll be keeping track. Is there any plan to solicit donations for server maintenance?
Re:Who's going to pay for this? (Score:1)
Why? Sure, the servers need to be synchronized... But not necessarily on the same system.
Re:What is wrong with having "only" 300 people ? (Score:2)
Back in 1990 we did a fair amount of work along these lines. Never came to anything though, because we kept running into a fundamentally insurmountable problem: Cheating.
The best we could come up with was a central server that authorized the allocation of experience points, treasure, etc., and each "area" (on its own server) was only able to give out an amount of these commodities in proportion to the total number of visitors it received. That way, in the worst case, an area that gave all the treasure to its owner's friends would soon develop a reputation as unfair and other people would stop going there. But then it came back to the scaling problem again.
I'd be fascinated to watch what sort of solutions eventually do appear.
Re:Thank you (Score:1)
No problem, the site can be quite intimidating at a first glance! We do find it very useful however, and have created a number of tools to improve our communications infrastructure (news, upload tools, irc bookmarks, databases, etc. Unfortunately some of them are down currently as a result of our recent website move). We think good communication channels are important for a net project. Making it more easily accessible for newbies is also important, and something we are working on.
I guess what I meant by lack of a central plan is that you seem to be working on several different things at the same time, which seems to be a tough road to hoe.
That is true, but as this is a Free Software project that people are contributing to in their free time, they will work on what most interests them. We have divided the different products up in manageable chunks, so that a small team can work on a client or server module more or less independently. So we utilize the parallel development that is a strength of Free Software projects - we have many developers, but each developer doesn't have that much time to spend, and the turnover rate is higher than in a traditional software project.
Best of luck, I'll be keeping track. Is there any plan to solicit donations for server maintenance?
Thank you. As for donations, we can always use new ftp mirrors, website mirrors and irc servers, but what we need most at the moment are more game servers.
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Hans Häggström, WorldForge developer.
Try this! (Score:5)
Um, if you're interested in networked applications involving 3D graphics, such as most modern games (including MMORPGS), you might want to check out Verse [sourceforge.net].
Briefly, Verse is a system (network protocol, client library, and a lightweight server) to make development of such applications easier. It's based on cool tech (such as subdivision surfaces), almost completely free and open (we use GPL, LGPL and BSD licenses), and best of all: not vapor!
Verse has been under development by two full-time developers for over 20 months, so we sure have code. If this sounds interesting, swing by the above SourceForge page and take a look. Thanks.Never completed? (Score:2)
Hey, wait a second, I'm posting from it now!
Why don't they ??? (Score:2)
Who's going to pay for this? (Score:2)
I've worked developing a multiplayer game (a sports game). While it was slightly different in principle, the theory is the same, and a dedicated server could only manage about 300 users playing at any one time.
Game like UO and EverCrack have THOUSANDS online at any one time, spread over several servers. How can a free game compete with this?
Is this a Good Thing(tm)? (Score:1)
Cheating, hidden codes, and advantageous bugs will be plentiful in this game, and so nobody will play it. It will be a failure of the Open Source model. And let's not get into the idea of them trusting client-side programs to be run. You can't even trust Diablo client-side, so why would you trust something with open source?
I'd rather have a small group of developers (say, 5 or so) writing the game, with no source code availability. This would reduce the number of bugs because only those 5 people would know the source, and so naming conventions and other programming practices could be held. Plus, there would be a clear picture of where the project was headed. Some average coder would be unable to put in a function "just for fun", and so bloat would be minimal.
It'll be interesting to see where this project leads; to /dev/null or to a Brave New World of programming. Time will tell.
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That's just the way it is
Re:Try this! (Score:1)
Not sure how suitable it is for a MMORPG though...
Re:Is this a Good Thing(tm)? (Score:1)
Re:Try this! (Score:4)
Complexity? (Score:3)
Complex? You mean like an OS kernel, or a windowing system? How about a database?
TONS of Free Software out there is extremely complex.
Re:Who's going to pay for this? (Score:1)
If a working and fun game is ready (or even in beta stage), there'll be lots of people offering some server bandwith, and assuming there'll be good load balancing, thounds of simultaneous players will be possible. The problem is much more how to get to this point.
~ krabbe
Re:Open Source Multiplayer Games (Score:1)
This is why we need engines (Score:1)
Re:Try this! (Score:1)
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"People who bite the hand that feeds them usually lick the boot that kicks them"
Re:Idiot (Score:2)
It is *not* workable. Look at alll the Diablo I and Quake cheats out there. Blizzard, which is as closed a company as you can get, gave up on this model for Diablo 2.
Re:The difference (Score:2)
badoomski!
Re:Halt, traveller ! (Score:1)
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"People who bite the hand that feeds them usually lick the boot that kicks them"
Re:What is wrong with having "only" 300 people ? (Score:3)
The distributed server thing ala peer-2-peer for online playing is a great idea! Have each server be a land or portion of a land and you must pass through some kind of gate to move to the next server or perhaps cross some mountains, or take a boat ride, or enter some caves etc.
Yes, this is an idea that many have floated before, in various guises, over the years at WorldForge, and because of that I would have to bet that when we're further along, people will experiment with doing that. In fact, we're planning to put the hooks in to allow people to experiment with this into our next version of the server.
Now, there's a lot of issues to deal with in such a situation, but heck, that's what experimentation is all about, and it wouldn't be fun without some challenges, right? ;-)
It's impressive to see how quickly everyone is grokking what WF is about! And you know you're all welcome to come join in the fun with us, there's plenty of interesting work to go around.
Bryce Harrington ~ WF Coordinator fella
Re:Idiot (Score:2)
Perhaps we can look at a real-world example. Lets try MUDs, which are pretty popular, have been around for the last decade or so, and its rather easy to find the source to 95% of the MUDs out there (although it isn't GPL).
Now in any mature MUD code, all the major security holes have been fixxed, and the only thing that looking at the code does is allow me to figure out the game mechanics, which doesn't matter, because someone has calculated it already and posted it to their webpage.
Now muds are also rather nifty for the bandwidth requirement. It isn't hard to imagine switching a mud from a room-based system to a coordinate based system*, and giving it a graphical front end. Then, all the mud has to do is figure out where every object is and which objects are in range of the player, and sends that data over to the client (tree@x=25,y=57,z=-2) and if anything is interacting with the player (kobold(attacking)@x=10,y=3,z=0). Then the client can send the player's actions back to the server (myplayer(attacking kobold)->moving( speed=3,x=57,y=15)),myplayer(attacking kobold)->casting(fireball). All the client does is makes a pretty picture, adding the actions to the picture (when the server sends a "kobold parrys", it shows it parrying, etc), and allows the player to input his/her actions. The client simply acts like a glorified 3-D renderer + MUD client, nothing more. Since I can't see why the bandwidth requirements for this would be any higher then a mud, I can imagine worlds with 1k-2k people logged in without a problem. And since all the data is stored server-side, its "impossible" to cheat in most of the ways that people describe. Any custom clients would probably add convienences like "paths" and "triggers", as well as an automapping feature, which some gaming purists might decry as a "cheat", but is nothing that the majority of us cannot accept. At the worst, one runs the risk of bots, however, in my mudding experience, most bots don't work beyond repeating a simple activity.
*Thinking about it, actually, you want "zones" + coordinates so you can cut down figuring out which objects are range of a player. But just a quibble...
Re:ac (Score:1)
WorldForge needs to pull it together (Score:1)
I would love to see WorldForge succeed, and I might have been a part-time contributor, but there doesn't seem to be any clear direction or central motivation. Ultimately, they're going to need some to make a decent game because MMORPG's are huge productions.
Re:Paying for a free game (Score:2)
> realize that they might as well pay for the
> closed source game, which, at least at the
> moment, has far outpaced the open source efforts
Yes, to the gamers it will just be a matter of price. To the people running the servers, using a free engine and initial maps may be more cost effective than developing their own, and may thus lead to lower prices for the gamers.
This of course requires that the volunteers can create a quality engine for free.
Re:Who's going to pay for this? (Score:1)
Re:Is this a Good Thing(tm)? (Score:1)
Re:More work on the server. (Score:1)
Re:Who's going to pay for this? (Score:1)
Just because our code is Free does not mean that once we have major game servers online we will not be charging subscription. It is my view that we will have to charge subscription. This is one of the most common misconceptions about the project. Another one is that we are just building one game. We are not. We are building a system that can be used to create as many games as you want. We hope that in the future commercial games companies will be able to build game worlds using out technology, much in the same way as companies like RedHat build operating systems using Linux and GNU software.
Re:Is this a Good Thing(tm)? (Score:1)
Actually we have very good CVS discipline in the project. Each part has a clearly defined owner, and commits that are made with the owners consent will not be accepted, though this has not yet been a problem as far as I am aware. There is only one component of WorldForge that has as many as 5 people working on it, and that is the next generation server. As for closed source, I think most of us have idealogical objections to that.
We have looked at the articles written by Theo and co. over at OpenBSD [openbsd.org] and will be looking at applying these review methodologies once are code is a little further along, and more functional. Maybe we are never going to be as secure as OpenBSD, but we hope we can be secure enough to run a decent game.
Our security model is based on a totally untrusted client, which is the only sane approach possible, and we hope will keep the number of possible exploits down, maybe even lower than proprietary systems which trust the client.
Re:MMORPGS are easy to complete (Score:1)
I am currently managing to spend around 30 to 40 hours a week coding on WorldForge, while still holding down a good job. This may seem quite sad to some people, and yes, it does seriously restrict my social life, but it is simply not true to say that you need to be supported in order to work seriously on a project.
My SO can hardly support herself, nevermind me as well.
The next logical step! (Score:1)
Of course, that's the beauty of free software/ open source software . . .
Re:Who's going to pay for this? (Score:2)
An FTP server for Debian will have a maximum of what, 50 users? 100? Probably throttled, so if there are 100 users they will be getting pretty appauling download speeds.
An MMORPG is a REAL-TIME application, and needs the data from the server as soon as possible, and chances are there will be alot of it.
As a minimum, I'd expect each user needs 1kbytes a second. That is a LOT of bandwidth for a machine that is hosting something else. That's a very large chunk of a megabit connection, PER SECOND. You really think an ISP or someone is going to give up that much bandwidth for free?
A model I'm planning on using for an MMORPG I'm going to develop in the future is to use a micropayment system (say, $0.50 per hour), so people only pay for the time they use (unlike others, where you pay a fixed rate)
Re:Is this a Good Thing(tm)? (Score:3)
I'd rather have a small group of developers (say, 5 or so) writing the game, with no source code availability.
You contradict yourself right there. Diablo was closed soure, handled only by the Blizzad team, but you don't trust them?
Do you think that just because programmers profess a belief in open-source ideologies it magically makes them better coders?
At least with an open game (let alone free-speech) you can look for cheats, bugs, backdoors, etc yourself.
[I couldn't decide whether to mod this down as a troll or reply, but I figure joining the discussion is the noble thing to do. It may not be so blatantly obvious to our "younger readers" why the parent was incorrect]
Re:Is this a Good Thing(tm)? (Score:1)
WHat people do is they add code to the source and then play with their funky new cheat, something the other players in the game don't have. This gives them an edge.
Combatting this is OPenSource softwrae is not easy (it's not impossible either, but it requires a helluva lot of work), and there was apaprently a barrage of these hacks when the Quake source was released.
Open Source Multiplayer Games (Score:1)
Re:Why don't they ??? (Score:2)
While this wouldn't impact the client much, it would cause a severe bottleneck at the server.
Another factor is the frequency of updates. Most MMORPG use a full-mediation model, where the server does all the work, and the clients just display some stuff. With a simple graphics system, this isn't much of a problem, but when you start adding stupidly complex graphics, the server would have to update the clients at a more regular interval, which usually isn't possible.
How dare you?!!?! (Score:1)
Have you seen the list of credits at the end of Diablo? I would bet that there are at least 50 people from Blizzard who worked on Diablo. My point about the small number of developers is that a singular vision could be shared. How could a vision of a video game be shared by 50 people at the same time? Among 5 or so, it is possible, because of the high amount of personal interest and input in such a small group. But 50?!?
How dare you threaten to mod me down as a troll? Just because I was unclear does not mean that I am trolling.
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That's just the way it is
Missing the point. (Score:5)
Worldforge isn't trying to create one specific game.
They are creating the tools that will reduce the task of creating an online world. Hence the name Worldforge.
Acorn happens to be a client/world that has been designed and developed as a "test" of the current development.
It usually helps to read about something you are planning on criticizing.
Majik3d (Score:2)
On the FAQ it says:
What is the difference between WorldForge and Majik?
WorldForge: WorldForge's approach is not to create a single game, but instead a flexible framework that can support a variety of different kinds of servers, clients, rule sets, worlds, and graphical "looks".
Majik: The Majik Project strives to create not a system for creating roleplaying worlds, which is what WorldForge aims at, but is a concentrated effort to create one complete and evolving roleplaying world.
More work on the server. (Score:2)
Of course, this brings other problems to the server (which makes it more complex).. you have to maintain the client's state (as in everything the client can see) on the server - and only send that. You also need to send the client input events ("move forward 1 meter") to the server, and make sure that the 'character' is capable of moving/doing that.
All of which will increase bandwidth requirements..
In essence, the client becomes a 'dumb' terminal; it only displays what the server sends it, so someone can't write an 'aimbot', or make all of the walls transparent (well, they could make the walls transparent, but it wouldn't do them any good.)
The short answer is that you'd write it just like you'd write any other secure app - you don't trust the client.
Am I the only thrilled? (Score:1)
Considerung, that it is an Demo/Alpha Version, also the graphics are nice! It reminds my of an old Amiga Game "Fairy Tale" - but that's online!
I wish the best to the developer teams!
Competition (Score:1)
Competition good: motivation to do better (exploiting the human competitive instinct), forced to optimize, blabla
Competition bad: reinventing the wheel, wasting effort on doing the same thing over and over again, and so on
Depending on how high is the project's objective, it will require more and more resources (developers) to ever complete - otherwise it will be progressing so slowly that it will be obsolete by the time it completes, or the developers will just give up. Doing an 'echo' program is simple enough for one man, doing a MMORPG isn't. If these projects are really staggering this much, there's too much competition; merge a few and try again.
majik3D [majik3d.org] was my favourite for-the-skies MMORPG but they went out of GPL, I'm not too familiar with details but apparently a company, shall we say, intimately collaborates with them and wanted Majik proprietary. There was some hassle with some proprietary libraries too, but that's the essence, and I also got the impression from their lead developer that they weren't too impressed with one lousy patch they received for being GPL.
That probably doesn't have anything to do with this and likely is inaccurate anyways, but I thought you'd like another pointless comment to waste your space.
Well said. (Score:1)
That's true for developing the game AND playing it. Anyone who knows/is an addicted EverCrack player knows this firsthand.
Re:What is wrong with having "only" 300 people ? (Score:1)
Pretty much describes how they will handle different areas and "cheating".
Re:WorldForge Forges Ahead (Score:2)
Huh. Consider the possibility that he could actually have differing opinions. Actually, I think I'm going to change my
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Paying for a free game (Score:2)
> online at any one time, spread over several
> servers. How can a free game compete with this?
Eh, the _source code_ is free. This does not mean the connecting to the server need to be free. People will idealy be able to pay a subscribtion fee for a big server, try it free on some small hobbyist server, or even try to create a competing commercial server if the existing servers are too expensive or poorly managed.
Re:Open Source Multiplayer Games (Score:1)
You compile the game logic as a shared object, and generate an MD5SUM of the object, at run time, along with a "cookie" from the server.
The server can then check to see if the client is running a suitable version of the game logic, and if not, reject it.
This would force everyone to use the same version (bugfixes could be slow to happen), but it would add a bit of security.
Re:Is this a Good Thing(tm)? (Score:1)
deCSS has clearly shown that this principle doesn't work. Blowfish, AES, TEA, RSA, ... and are all completly documented cryptos that remain unbroken. (At least with an good key length)
Re:Open Source Multiplayer Games (Score:1)
Re:Government subsidized bandwith... (Score:1)