This small guide assumes you're using Mirage Source, one of it's many derivatives, or a similar open source 2D ORPG project.
Step 1: Writing a back story This critical step is often ignored. People tend to jump head first right into Step 2. Writing a back story is important because it sets the pace for the entire game. It doesn't have to be a whole novel; a simple paragraph or three will do just fine. Most Online RPGs are largely lacking in the substance of the story line, but that's because it is very difficult to cater to each individual player on a mass scale. However, your back story should include some basic worldly conflict to define purpose to each player.
Try to answer these questions while writing your back story:
- A: What is the time period? Past, Present, or Future
---- I: What is the technology like?
- B: What is the basic conflict?
---- I: Does this conflict pit the players against the artificial government?
---- II: Does this conflict pit the players against eachother?
- C: Where will the players start?
---- I: Why do they start there?
- D: What is the last objective for a player to complete?
Step 2: Custom Fitting Your Engine Another mistake a lot of people make is over-bloating their engine with anything and everything they can think of to add to it. The best way to decide which changes to make to your engine is to reference your back story and make a check list of features you'll need sculpt a game based on that story. You will probably be tempted to revise your check list and add more and more. I advise you to keep it simple. Focus on a few really spectacular features that work flawlessly and make your game unique.
It's a good idea to collect any tiles, sprites, and item graphics your game will need before making any additions to your game. Revise your check list once more, this time keeping in mind any changes that will make your engine work more seamlessly with the graphics you have chosen to use.
Complete your check list one addition at a time. Tweak each feature to perfection before you move onto another item on your check list. Starting a new feature while in the middle of another can also be tempting, especially if you get stuck programming. Resist this temptation. Chances are that you're stuck because you've been staring at code for too long, and you just need a break or a nap to get a fresh perspective. When this is the case, the last thing you need to do is start working on a new feature.
Remember to keep it simple. Aim just above what you think you're capable of, and go for it. Complete your engine, and then debug, and debug some more. When you've completed all the features you've planned, go head and tie it all together with an appropriate GUI for your engine.
Step 3-1: Designing a World If you've made it this far, then you've accomplished more than roughly 50% of people who pass through here attempting to make an Online RPG. Now it's time to start developing your game. Before mapping and making items, spells, and npcs, it's a good idea to make some first draft maps. Take a minute to think about how many towns and wildernesses you game should have. Give them some specific order that they should be developed, and label each with a level range the player should be within to survive these areas.
I like to use graph paper (I've also used MS Paint) to draw each area before it's developed. I draw an outline of whichever area I designate as my starting area. Whats great about doing this is you can draw boxes to represent where you will have houses and shops, or notable landmarks. You can also make a legend to point out key things in the game, like secret tunnel entrances, where quest NPCs will hang out, and where rare items can be found.
When you've got a basic outline and legend made, browse through your sprites, and make a list of all the wild NPCs that area will need. Then browse the sprites again, and make a list of all the civilized NPCs you'll need for shops, townies, and quests. Then browse through your item graphics, and make a list of all of the items (weapons, armor, spells, potions, and currency) the player will be able to collect from that area. I usually make this list next to the legend on my outline.
Using your game engine, map your outline and edit all of the equipment, items, and NPCs you listed earlier. Gather a few friends to help you find any mapping bugs, and tweak your starting area to perfection. Once you've completed your starting area, it's time to start the process over again. Get a fresh piece of graph paper, and start your outline for the next area in your game. Lather, rinse, and repeat.
I will complete these through out today and tomorrow as I get the time
Opinions so far? I'd like to revise it with anything extra you guys see fit to include.
Step 3-2: The Balancing Act Part I: Economics FTWStep 3-3: The Balancing Act Part II: Achieving Addictive GamePlayStep 4: Marketing: Make a website, tell a friend