Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Download Outerra Tech Demo. Unofficial Outerra Discord server, MicroProse Discord server for OWS.

Author Topic: Massively Multiplayer Support?  (Read 6372 times)

Ser Arthur Dayne

  • Newbie
  • Posts: 1
  • newbie
Massively Multiplayer Support?
« on: May 21, 2013, 06:01:40 pm »

You'll have to forgive me as I am not the most technologically learned person in this forum. In fact, I'm far from it, but there are lots of things about this engine that interest me and a few questions I have regarding of what is possible in the future for it?

My biggest question is do you see it in the relatively near future around the completion of the engine for it to be able to support massively multiplayer gaming? The reason I ask is because one of my most beloved game ideas would be beautifully visualized in the Outerra engine.  I'm talking around 10000 players per a shard.

Next question... I'm more interested in seeing a MMO medieval simulator hit the shelves one day, than another game joining the plethora of MMORPGs out there. Ever played Mount&Blade? Will it ever be possible for a combat model that smooth to be implemented in the outerra Engine? And... would something like that ever be able to handle massive player battles?


I want to see a true medieval sandbox game, that breaks away from the point, lock, and auto-attack, and bring the skill in sword play, and cohesively integrate it with world building tools, crafting, politics and economy.

Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Massively Multiplayer Support?
« Reply #1 on: May 22, 2013, 01:45:01 am »

OT is primarily a world rendering engine, aiming to address the problem of rendering huge worlds with detail. That aspect it can handle well, I can imagine it being used in a medieval MMO. I played M&B and games like Gothic, making it on OT could be great.

However, there are other aspects of a MMO that needs to be handled too, the networking and management of players and game mechanisms that scale well. These are almost independent of the rendering engine used, although we are designing it in a way that will allow using the existing structures used for terrain management, to speed up these other aspects of the game.

So the answer is that any of that is possible, and it doesn't quite depend on the base engine but rather it's a thing of how that game is implemented, though it can use some helper functionality.
Logged