11-11-2025, 01:14 PM
Just wanted to send out a general thank you for these boards. I’ve been going through the old posts with new interest since I’ve finally begun to work full-time on my own game. I’ve always dabbled but took the full-time jump this summer, converting an older c++ authoritative multiplayer game server I’ve worked on into rust.
Forum based discussion is something that I miss now. Reddit dev communities are becoming a slog-fest of bots and look-at-what-I-did posts with no real value or discussions happening. My favourite sub being completely inundated with bots lately. I use Discord but it’s really just walled communities. Who knows, maybe as a society we’ll ‘devolve’ back to forums again, IRC… Gopher anyone?
I’m not here either to fish for ideas or get anyone involved, although there are some truly great minds here when it comes to world building and game design. I’m just working alone in a vacuum right now, where historically I’ve mostly worked with teams. Posting… even if no one reads this or cares, makes it a little more real to me.
While I’m not going to make an MMO, this game will be multiplayer and the server will be MMO ‘ready’ as per my design philosophy.
I have a few game design documents made but still not sure where I’m going, I'm fine with this because I really want to get a good multiplayer foundation first. The first idea was to build something like Dwarf Fortress or RimWorld with more RPG elements. In RimWorld you learn that very little is going on behind the scenes outside of the map you’re currently on. It's an effect and fun solution so I'm not knocking it at all. I’m building my own server partially to have a more world-like simulator for NPCs. Building this in a 3D world gets quite complex. The initial idea was one massive 2D world loading in chunks. I was thinking of having a character you control initially as opposed to pure colony sim ‘god mode’, then Dwarf Fortress came out with Hero Mode. I really want to avoid the ‘I’m going to make x game but make it better!’ to a degree. That would be very subjective and also you fall into the trap of players reasoning, ‘why would I play x when I already own y?’ I think so many MMOs over the years fell into this trap of trying to make a better WoW as one example.
So, thanks all! Hope you’re having fun doing whatever you’re doing and wherever you are!
In-case anyone is curious, this is what’s done:
Rust based authoritative multiplayer first server
Godot Client (gdscript based)
term-client
Forum based discussion is something that I miss now. Reddit dev communities are becoming a slog-fest of bots and look-at-what-I-did posts with no real value or discussions happening. My favourite sub being completely inundated with bots lately. I use Discord but it’s really just walled communities. Who knows, maybe as a society we’ll ‘devolve’ back to forums again, IRC… Gopher anyone?
I’m not here either to fish for ideas or get anyone involved, although there are some truly great minds here when it comes to world building and game design. I’m just working alone in a vacuum right now, where historically I’ve mostly worked with teams. Posting… even if no one reads this or cares, makes it a little more real to me.
While I’m not going to make an MMO, this game will be multiplayer and the server will be MMO ‘ready’ as per my design philosophy.
I have a few game design documents made but still not sure where I’m going, I'm fine with this because I really want to get a good multiplayer foundation first. The first idea was to build something like Dwarf Fortress or RimWorld with more RPG elements. In RimWorld you learn that very little is going on behind the scenes outside of the map you’re currently on. It's an effect and fun solution so I'm not knocking it at all. I’m building my own server partially to have a more world-like simulator for NPCs. Building this in a 3D world gets quite complex. The initial idea was one massive 2D world loading in chunks. I was thinking of having a character you control initially as opposed to pure colony sim ‘god mode’, then Dwarf Fortress came out with Hero Mode. I really want to avoid the ‘I’m going to make x game but make it better!’ to a degree. That would be very subjective and also you fall into the trap of players reasoning, ‘why would I play x when I already own y?’ I think so many MMOs over the years fell into this trap of trying to make a better WoW as one example.
So, thanks all! Hope you’re having fun doing whatever you’re doing and wherever you are!
In-case anyone is curious, this is what’s done:
Rust based authoritative multiplayer first server
- Client-agnostic
- Custom TCP/UDP - Working.
- Command based system - Group system (invite, kick, etc.), chat, group chat, whisper, admin login, shutdown, broadcast, roll and dice system (mostly for testing), lots more. Command system is plugin-based so it’s easy to add new.
- Custom ECS (Entity Component System) - Somewhat integrated. (Started with bevy_ecs but breaking changes happen too fast, that’s expected since it’s not a 1.0 release yet.)
- Replication system integrated with ECS. Sharding will also be supported but probably not used by my game.
- Auth - Steam, Epic, email, and stand-alone testing based auth.
- Hot-loading files - For MOTD and other future uses.
- Fast logging system.
- Configurable Tick rate up to 128.
- Core engine plugin system.
- Heartbeat system.
- Mod system for players (server side) - Just started this.
Godot Client (gdscript based)
- Bincode parser.
- Server Browser - Favourite system etc.
- Replication works with all clients. (Every client is seeing the same objects move around in the same space.)
- Chat window you can cycle between chat types and commands.
- Terminal window that pulls down from top (this is shared code from the server, exactly as term-client functions.)
term-client
- Just a terminal client I built first for testing. It’s shared code so any engine I use as a light-weight front end will load it. It will be useful as an administrator tool also and also has its own error handling and logging.
