Pokemon Universe MMORPG

Pokémon Universe => Development => Topic started by: shadowghost21 on October 01, 2010, 03:17:39 AM

Title: Technologies used to create the game...
Post by: shadowghost21 on October 01, 2010, 03:17:39 AM
Hola Gentlemen! I just have a few questions about the development technologies used to create the game...

What are you writing the server in?

What are you writing the client in?

I am interested for a few reasons, one being that I dug around and found the source for PokeNet (The one that big N handed the CND to). Two, I am a professional programmer(meaning I program to eat ^.^ ) and I wanted to know if there was anything I could bring to the table to help out.

After a little hacking and database wizardry, I managed to get a Pokenet server up and running on my mac, I then ran the client on my mac and a client on my Windows 7 Box. Had a few hickups on the Windows side but nothing a little google foo and magic can't fix lol.

Their server runs... well, a little choppy. It dumps data in chunks and it's not smooth. I am guessing that it wasn't optimized and have only looked over the code to fix a few NOEs I found laying around and to add a little robustness in ^.^ Anyway it looks like it takes in data every few seconds and people sorta move in bursts. Are you planning on have support closer to real time?

I suppose that is enough for now, I'll wait for your response before I try and poke any more. Oh an BTW, I sent out a PM/Email to the founders and didn't get a response, but no worries I know how it goes, my boss has over 1000 unread emails sitting in his box :) Any how thanks a lot for the effort being poured into this creation, and can't wait to see it in action!!!
Title: Re: Technologies used to create the game...
Post by: Urmel on October 01, 2010, 12:51:56 PM
Both the server and client are written in C++.

We have actually spent a lot of time figuring out and creating the best system for movement. One the of main differences between PU and other Pokemon MMO's is that we don't aim for finishing as many features as fast as possible, but aim for quality. Right now if you have a reasonable FPS (> 40), the walking is smooth.

At the moment we don't really need any help on the programming side, but if it's okay with you we will keep your offer in mind for when we do need help :)
Title: Re: Technologies used to create the game...
Post by: Kamaran on October 01, 2010, 02:28:35 PM
At the moment we don't really need any help on the programming side, but if it's okay with you we will keep your offer in mind for when we do need help :)

Not to be a douche - but what about the map editor?

I suggest that the dude tells us what languages he writes.
Title: Re: Technologies used to create the game...
Post by: Urmel on October 01, 2010, 02:33:52 PM
For that we need someone who has a lot of experience with both C# and Silverlight. If you have experience on that area, shadowghost21, let us know :D
Title: Re: Technologies used to create the game...
Post by: shadowghost21 on October 01, 2010, 05:49:12 PM
I don't have a ton of C# exp, but I do know it. My language vocabulary consists of, Java, C/C++, RealBasic, Obj-C, SQLite/MySQL and a little C#. Mostly have done a few tech demos for work presentations. But I would be than happy to help out. Actually tools are right up my alley! Just let me know ^.^
Title: Re: Technologies used to create the game...
Post by: shadowghost21 on October 06, 2010, 07:01:46 AM
I take that as a no?
Title: Re: Technologies used to create the game...
Post by: Baka on October 06, 2010, 08:52:10 AM
Not to mention WE STILL need a Mac/Linux client lmao.
Title: Re: Technologies used to create the game...
Post by: Kamaran on October 06, 2010, 01:09:20 PM
MAC/LINUX??? what's that?
Title: Re: Technologies used to create the game...
Post by: Jerry on October 06, 2010, 01:12:04 PM
MAC/LINUX??? what's that?

NO!!! :'(
Title: Re: Technologies used to create the game...
Post by: Mr_Dark on October 06, 2010, 02:13:18 PM
Not to mention WE STILL need a Mac/Linux client lmao.
That's something only me and Urmel can do because we don't want to share the client code with people other than ourselves.

And you know we will compile for Mac/Linux when we are releasing a public version!
Title: Re: Technologies used to create the game...
Post by: gprime on October 13, 2010, 04:34:20 AM
Why would you be worried about sharing client code? This is going to be a free to play game right? It's not like someone is going to run off and make a billion dollar enterprise with it.

If you wrote the game in silverlight it would be multiplatform, Windows/Mac. And possibly linux because I know microsoft teamed up with the mono project to help port over the framework.

Edit: I don't see a job posting for the map editor position.

Title: Re: Technologies used to create the game...
Post by: Mr_Dark on October 13, 2010, 11:01:04 AM
Why would you be worried about sharing client code? This is going to be a free to play game right? It's not like someone is going to run off and make a billion dollar enterprise with it.

If you wrote the game in silverlight it would be multiplatform, Windows/Mac. And possibly linux because I know microsoft teamed up with the mono project to help port over the framework.

Edit: I don't see a job posting for the map editor position.

Because we don't want people running their own (modified) servers.

Our code is in c++ so it's also multiplatform and c++ gives us more control on how objects are handled in the memory.