MMORPG Tycoon 2.0, Development Begins

So I’ve officially started development on MMORPG Tycoon 2.0.  I’m expecting this to be a lengthy development, and I’m expecting to occasionally make diversions into “Game in a Week” or other such offerings.  But for the moment, I’m focusing hard on Tycoon development.   This is the first screenshot of very simple terrain generation and…

Ramping Up for MMORPG Tycoon 2.0

So it’s time to move on.  I’ve had a lot of time to think about what’s going to go into MMORPG Tycoon 2.0, and have begun working on a list of things that need to get done before I can really start work on it.  These are basic VectorStorm features that need to be implemented:…

MMORPG Tycoon progress

It’s been a while since I posted a development update here, so I thought that it was about time I did so.  I’ve been working on MMORPG Tycoon’s user interface a bit;  here’s a current shot of what it looks like right now.  Commentary and more images below the fold.

MMORPG Design Challenges

Riddle me this, Batman.  My original thinking was that I’d up the maximum number of entities in a region to 300 (was previously 100), but would count the number of monsters against that.  So you could have region servers that supported lots and lots of players, but only by lowering the number of monsters.  It…