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Building an MMO RPG Game. The Wrong Way

Building an MMO RPG Game. The Wrong Way

Recording: https://www.youtube.com/watch?v=oOpgnjOVViM

Building an MMO RPG game is a complex and long-lasting project, especially for an inexperienced team. This talk is about mistakes we've made, problems we've faced and how we solved them.

Vitaliy Zasadnyy

February 04, 2015
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Transcript

  1. Building an MMO RPG Game
    The Wrong Way

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  2. ‹#›
    Hello!
    Vitalik
    Senior Unity3D Dev @ GetSocial
    2
    Sergiy
    Senior Unity3D Dev @ Nravo

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  3. Lessons Learned
    or don’t make the same mistakes twice
    3

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  4. Lesson #1
    Don’t start with MMO games
    4

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  5. 5
    Team
    team of experienced backend Java/Ruby
    developers start huge MMO game on Unity
    3D - completely new technology

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  6. 6
    Unity3D
    it’s hard to apply existing enterprise
    experience, patterns and approaches in
    gamedev

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  7. 7
    Result
    as a result, a lot of bad architectural
    solutions
    much better idea is to start with small study
    project, familiarize with release lifecycle
    and game engine ecosystem

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  8. Lesson #2
    Flat team structure is a myth
    8

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  9. 9
    Flat team structure
    inspired by Valve
    we tried to organize flat team structure,
    where each team member was equally
    responsible for end product

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  10. 10
    Missing something?
    reasons: 1) no end product vision 2) not
    enough understanding what flat team
    structure imply
    problems: 1) no unified product vision
    inside team 2) no single team member,
    who keep all project in his head

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  11. 11
    So, is it only a myth?
    in order to create successful team with flat
    structure, each team member should be
    carefully selected (e.g. T-shaped)

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  12. Lesson #3
    Reach fun ASAP
    12

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  13. 13
    So we started...
    we started with architecture planning,
    animations and … fancy ui

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  14. 14
    First Demo
    result: after 6 month of development we
    didn’t know how should main gameplay
    (fight) look like

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  15. 15
    PoC
    source: http://toasticusprime.tumblr.com/
    start with proof of concept, without ui,
    textures etc, only main gameplay

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  16. Lesson #4
    Start with editors
    16

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  17. 17
    Initial idea
    source: http://toasticusprime.tumblr.com/
    initial idea: all game content is populated
    through web interface, saved in db and
    loaded to client

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  18. 18
    Good old XML
    source: http://toasticusprime.tumblr.com/
    problem: without web ui it’s hard to
    populate large datasets and development
    of web ui takes a lot of time and effort
    data transfer in xml

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  19. 19
    Better way
    source: http://toasticusprime.tumblr.com/
    better way: use Unity API to create game
    editors, for data storage - Unity assets

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  20. Lesson #5
    CI for MMO is important
    20

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  21. 21
    We started
    we had all infrastructure set up, but at
    some point delivery become more
    important than testing

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  22. 22
    But later…
    source: http://toasticusprime.tumblr.com/
    as a result, during last three months we
    were afraid to make event small changes,
    because no one know what could brake

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  23. ‹#›
    Sum up
    23
    ● vision at the beginning
    ● start with a small experienced team with PM
    ● start with PoC - reach fun ASAP
    ● get feedback

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  24. ‹#›
    24
    A man must be big enough to admit his
    mistakes, smart enough to profit from them,
    and strong enough to correct them.

    John C. Maxwell

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  25. Thank you
    Questions?
    25
    Presentation will be available at:
    v.zasadnyy.com/slides/

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  26. ‹#›
    References
    26
    ● Valve Handbook for New Employees

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