MV MMO Dev Kit

SirMcPotato

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Personally I would rather stick to php because I wouldn't feel up to scratch with security if working with nodejs, and many web hosts will be up.in arms at you using a js back end.

Plus I'd rather use a SQL database as it's the standard. (And, selfishly speaking, my existing database is in it...)
I think you should avoid using PHP for a project like that, it wasn't desgined to handle a game server usage ^^"

Like I said in an other thread, Nodejs + socket.io could make a good team.

NodeJS for the asynchronous processing and socket.io to communicate through sockets.

As database, I'm using mongodb.

I have also planed to release a MMO webkit, this makes us rivals ^^

Here a WIP pic. You can see the game trying to authentifiate the user by its crentials (In the console, the server sent a 'ok' response that allow the player to connect at his account and play)

 

Capitán

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This is actually what I plan to be working on for a while, synchronous online capabilities in MV seem to a bit far-fetched but doable, I've started researching and lightly developing asynchronous multiplayer features, (Trading, Chat, etc), Looks like we're all on the same boat lol.
 
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Kane Hart

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This is actually what I plan to be working on for a while, synchronous online capabilities in MV seem to a bit far-fetched but doable, I've started researching and lightly developing asynchronous multiplayer features, (Trading, Chat, etc), Looks like we're all on the same boat lol.
The question is you wanting a full bloated login system as well?

I really hoping there be options not to. Only because a lot the basic features are very basic no need for an entire login system and it be a shame to have to have one to just say chat or say hello to people.

I still love to see some sort of hash generated on the client. 
 

SirMcPotato

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This is actually what I plan to be working on for a while, synchronous online capabilities in MV seem to a bit far-fetched but doable, I've started researching and lightly developing asynchronous multiplayer features, (Trading, Chat, etc), Looks like we're all on the same boat lol.
Oh, good!

If you're interested, I've just opened a new thread for my devkit here, Come throw an eye :)
 

Ellie Jane

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I like competition! Also it sounds like we're all going about it in different ways, so that's more fun and also more useful to the community.


Some progress: login complete. You can now log in. Can't do anything with that, mind, but yeah.


 

SirMcPotato

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Haha, we're at the same point it seems :D
If you plan to use <inputs /> for your login form, you'll need to override Input._onKeyDown and Input._shouldPreventDefault, you'll see why :p
 
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Ellie Jane

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Since it was asked elsewhere,


How do you prevent against hacking?


Everything done in game is sent to the server for saving (in little bits, rather than as a whole). For example when you change maps, that request is sent to the server.


While the player could hack their map id on the client side, they cannot hack it on the server side.


On the server, we can perform checks to see things such as:


- could the player have accessed this map at this point? (Check switches, variables, items, etc)


- has enough time passed between requests?


- and anything vaguely dodgy about the request, basically


The same goes for gaining items: could they have logically gained the item at this point?


And gold. Is it rising too fast?


It's still possible to hack the client to replicate all of this, but at that point it becomes almost as much work as actually playing the game.


The important thing is never to impede on real players' gameplay to prevent hackers. That's a no-no.


As an example, let's say we have a quest:


HEY SERVER, SET SWITCH 1 TO TRUE


Ok. Set switch 1 to true.


HEY SERVER, SET SWITCH 2 TO TRUE


Was switch 1 set? Yes it was. And over five minutes ago. The NPC before us lasted at least ten minutes. Let's continue.


HEY SERVER, SET SWITCH 3 TO TRUE


Wait, wait. The previous NPC gave us a sword. Do we have it? No. Where is the sword? We missed a step.


HACK ATTEMPT


^^ what you do in such a situation is up to you. As I said before, it's important not to impede on genuine gameplay, but you *could* look out for definite hacks and ban players for it. Or bring up flags which the admin then goes around checking to see for themselves.


Trade happens on the server.


HEY SERVER, SEND A REQUEST TO AMY FOR HER POLLOCK FOR MY TROUT


But you don't have a trout, at least, not on the server...


OKAY. :(
 

Ellie Jane

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I have a day off tomorrow, so I intend (intentions don't always come to fruition, but I intend) to get the core system up and running. This includes: login and register, a lobby map, online players list, and basic chat. From then on my game (Afar) will be in a constant development phase - but playable all the time. This is how I developed the original Afar, and it was very fun, to begin with. The game was rubbish at the end of it, but the hype and excitement of playing a game while it's being built was interesting for the players I think!

I just realised that in creating a new homepage I have accidentally stopped the original Afar from working, temporarily. Little oversight there. My apologies. But, there is a new game coming!

Also, I have been messing around with the MV graphics. I went completely over the top for my login screen.



(Non-working image)

Looks sufficiently vaporware to me. Hurrah!
 
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Kane Hart

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I have a day off tomorrow, so I intend (intentions don't always come to fruition, but I intend) to get the core system up and running. This includes: login and register, a lobby map, online players list, and basic chat. From then on my game (Afar) will be in a constant development phase - but playable all the time. This is how I developed the original Afar, and it was very fun, to begin with. The game was rubbish at the end of it, but the hype and excitement of playing a game while it's being built was interesting for the players I think!
Damn this is a lot but I'm assuming because of API's etc it does not make it as difficult as programming from scratch? 

I should check out your site just signup at least throw the support there :)
 

Ellie Jane

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I've essentially done it all before - I'm just reverse engineering everything I made for my old MMORPG. It was a sort of text based game with images thrown in later on. It ended up looking and functioning like a graphical game, but constrained by its origins, which is why I want to recreate it in MV.



(The original Afar, not an MV screenshot)
 
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Kes

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General Discussion as a forum is about discussing principles, concepts, ideas which are applicable to several games. This thread, however, is solely about one game.

Do you want this moving to Projects in development or to Completed Games?
 

Ellie Jane

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Erm... I'm not sure. I guess Plugins in Development might be a better place? It's not really a game.


I created a nice login system today using cookies and sessions. Then realised it's completely unnecessary - the game client can hold all the data a cookie would have held anyway.


I also implemented SHA-256 encryption for the passwords. Encrypted client side, sent to the server, then re-encrypted there with a salt, for three levels of protection.
 

Kane Hart

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I would say ask for the post I replied to on release to be locked or removed and then have this moved to release and then just massive WIP or better yet have this thread move into WIP and just keep it under one thread if you want to easily manage it. 
 

Kes

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I'll ask for it to go into Plug ins in development.  The WIP thread is more for graphic resources than something like this.
 

Ellie Jane

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The development's going well, but I am having more trouble than I thought abstracting things for use outside of my game. I am beginning to think the kit should take more the form of a group of polished tutorials than a complete plugin. The reason being that each online system has to be tailored a little to the game being created; and some systems such as login really need to use different authentication for each game for security purposes (it would be bad practice to have every game using the exact same encryption algorithm).
 

GambleMountain

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I don't think it'll be used as much if it's just tutorials
 

Mouser

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It would be bad practice to have every game using the exact same encryption algorithm.
Why? If it's a secure algorithm there should be no issues as long as every site uses individual keys.

In fact, every site should use the strongest encryption algorithms available.
 

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