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File: neutralplier.png 📥︎ (75.2 KB, 600x800) ImgOps

 â„–24240[Quote]

how long it would take for a small indie studio of 5 people to make a first person, one character action rpg in a massive open world with high level of interactability (every house, every npc, etc. is interactable), with self written engine in c++

 â„–24244[Quote]

a lot

 â„–24264[Quote]

I am 34 years old, and 15 years ago, I started making an MMORPG by myself…

I've created a web game, written primarily in perl. The thing is, years ago I wanted to make my own mmorpg, just like everyone else. Thing is, I have actually gone a long way towards creating one. I am not ready to publicize it just yet, because I still have a long way to go. Word to the wise: don't expect to make an mmorpg of any kind by yourself in less than a decade.

Of course, the first m in mmorpg stands for "massively." That's where I'm getting to now with the project. It's been developed on an inexpensive, low-traffic server. Once I open it up, odds are quite good that just a few simultaneous players will crash it. And then there's the issue of my coding. There are dozens of scripts and systems that must work together flawlessly for this game to have any promise with an actual player base. That's where stress-testing comes into play. I have little experience with this aspect of development.

What can I expect? Let's say I support an average base of 100 players. Will my server needs be too unreasonable to assure a profitable venture? I just don't know too many people who actually created an mmorpg by themselves and got to this point to find out.

 â„–24273[Quote]

2 months tops

 â„–24274[Quote]

>>24264
that sounds cool, though it'll likely be seen as incredibly dated on release if you've been working on it for 15 years by yourself
what's the gameplay like?

 â„–24361[Quote]

>>24274
im joking man, it is a copypasta from plebbit. As a rule of thumb, if (you) are a beginner indie dev, you VVILL NOT make a game for more than 6 months, it is always a bad idea.



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