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Game Design
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part V
The author ends the series with a discussion of some of the events that occured the past year as well as a summary of the mistakes and lessons learned during the development of Eternal Lands. |
Radu Privantu |
21/12/2005 |
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"Perfect"
Quake III is perfect says David King. This article discusses why Quake 3 was successful, and how to make your game perfect and enjoyable. |
O S K Chaitanya |
13/07/2004 |
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A Beginner's Guide to Creating a MMORPG
An introduction for beginners on how to get started with building a MMORPG. |
Radu Privantu |
06/08/2004 |
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Writing Low-Pain Massively Scalable Multiplayer Servers
This article describes an alternative approach to building massively scalable online multiplayer systems using the OpenPoker project as an example, which features built-in fault-tolerance, load balancing and unlimited scalability. |
Joel Reymont |
07/10/2005 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part I
Eternal Lands' Radu Privantu takes a look at the game's development process of a MMORPG, discussing some of the mistakes, lessons, and experience gained. This first part of the series introduces the game and the journey undertaken to reach the first milestone. |
Radu Privantu |
24/11/2004 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part II
In the second part of the series, the author discusses some of the problems that were encountered and how they were solved. In addition, he offers advice on various gameplay issues to improve the player's gaming experience. |
Radu Privantu |
10/12/2004 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part III
In the third part of the series, the author mentions some more mistakes and how they were addressed. Also, some of the things discussed are choosing a scripting engine, creating tutorials for beginners, and the importance of regularly backing up dynamic game data. |
Radu Privantu |
15/01/2005 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part IV
Continuing the series, this time the author discusses additional problems and issues faced that MMORPG developers should watch out for, as well as how the MMORPG’s direction affected the author’s decision on quitting the project. |
Radu Privantu |
21/02/2005 |
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Tips on Developing an MMO Economy, Part I
Based on the author's experience in developing his own MMO game, this article provides tips and advice on developing a stable economy for MMO games -- part one of the series. |
Radu Privantu |
17/02/2007 |
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| The Daily Code Gem |
By: Nicolas Capens
8 Comment(s)
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