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Hi all,
I have been playing around with web-based multiplayer gaming for years. Now that RPG Maker MV is javascript based I have attempted to blend an RPG Maker project with some of my javascript/php multiplayer back-end code to create a Proof of Concept allowing for 'shared environment' play in RMMV and provide some basic social features.
What do you think of this mechanic? Would it interest anyone to have multiplayer/mmo support in your RPGMaker projects?
To try out the Proof of Concept Multiplayer/MMO, please go to: http://deltamango.com/rpggame/
Once you enter the multiplayer map, any actors you see are other Human players that are in the game at the same time as you.
Revision 1;
Some Caveats with the POC;
RMMV Plugins in use:
With Javascript now powering RPG Maker we have the ability to create some incredible features on top of this excellent product.
I have been playing around with web-based multiplayer gaming for years. Now that RPG Maker MV is javascript based I have attempted to blend an RPG Maker project with some of my javascript/php multiplayer back-end code to create a Proof of Concept allowing for 'shared environment' play in RMMV and provide some basic social features.
What do you think of this mechanic? Would it interest anyone to have multiplayer/mmo support in your RPGMaker projects?
To try out the Proof of Concept Multiplayer/MMO, please go to: http://deltamango.com/rpggame/
Once you enter the multiplayer map, any actors you see are other Human players that are in the game at the same time as you.
Revision 1;
- Added PVE Battle with an NPC. The NPC's actions are driven by random server-based choices. Started working on PVP mechanics.
Some Caveats with the POC;
- Player movements are not real-time but near-real-time (the multiplayer aspect polls the server so there is delay between a remote player's movement and the end user). Alternatively as this is all HTML5 a websocket implementation should be possible to create a real-time experience with compatible servers.
- Nameplates for players don't show (only fixed server NPC's) - I think this is an issue with the Event spawning for remote players using OrangeCustomEventCreator and the Yanfly mini label plugin - need to investigate when I have time.
- This multiplayer POC is file-system based on magnetic disk. It wouldn't tolerate huge numbers of players well. The idea works though so it isn't a long leap to switch to better storage mechanisms like a NoSQL/Lucene/ElasticSearch style index for rapid queries, or even plain old relational sql.
No combat with this POC at all. I'll have a look at the battle system yet to see if I can override AI turns with remote player turns, then PVP will be an option. Also will see about co-op turn based actions.Revision 1; PVE combat available with a single server-driven NPC in the centre of the map. PVP combat is in progress.
- You don't see your own Player listed in the 'Players in Map' info panel, or your own chat messages. However other players will see you and your messages.
- The Player listing and chat system is very simplistic. This is just a proof of concept to prove what can be done.
RMMV Plugins in use:
- OrangeCustomEventCreator.js - slightly modified to add a parallel actor event creator.
Depending on; OrangeCustomEvents.js, MVCommons.js
- YEP_CoreEngine.js - for Yanfly plugin support.
- YEP_EventMiniLabel.js - for Name plates.
- YEP_MessageCore.js - slightly modified to add a text command \IV[n] (for variable-based icon rendering for nameplates; eg: \IV[2] to show the icon index defined by variable 2).
- YEP_X_ExtMesPack1.js - for all the extra message fanciness.
- YEP_GabWindow.js - to provide uninterruptible in-game chat message display.
- YEP_BattleEngineCore.js - prettier battle system.
With Javascript now powering RPG Maker we have the ability to create some incredible features on top of this excellent product.
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