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Kingdom Hearts Online will be an MMO adaptation of the Kingdom Hearts franchise. That is, just as soon as I get a new computer and Download Godot game engine. Here players create their Keyblade weilder avatar on the search for Sora. The game utilizes a card-based battle system similar to the one introduced in Kingdom Hearts: Chain of Memories. The setting of the game will be the Vault of Dreams where main antagonist Rogue has kept the "Stolen Worlds" she taken. These Stolen Worlds include new worlds Thunder Mesa (based on Phantom Manor), DisneySea (Tokyo DisneySea), the World of Insects (A Bug's Life), Inside the Head (Inside Out) and Parisian Cat's Paradise (The Aristocats), while returning worlds included La Cité Des Cloches (The Hunchback of Notre Dame) which function as the hub world in the game, San Fransokyo (Big Hero 6) Agrabah (Aladdin), Traverse Town, Kingdom of Corona (Tangled), Dwarf Woodlands (Snow White andand the Seven Dwarfs) and Game Central Station (Wreck-It Ralph). Original worlds for the game include Halloween Bastion (which is a Halloween version of Radiant Garden) and Castle Christmas (a Christmas version of Land of Departure) are created and visited by Jack Skellington (for Halloween Bastion) and  Santa Claus (for Castle Christmas).

 

Edited by GarfieldBuilder

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It's a really fun idea, and I highly encourage you to download Godot and try to recreate the Chain of Memories combat system! That's something I've actually never seen replicated in a game. What I *would* say, though, is think smaller - which is advice I give to anyone who asks me for game dev tips when starting out. Creating an MMO - even one with a small scale, aiming for a few dozen players at a time - is layering advanced networking over the top of the already gargantuan task of developing a game. I've seen very experienced game devs struggle with the MMO format, so it's not the best place to start 😅

My recommendation would be pick a world idea you really like (e.g. Bug's Life) , and just try to build that world and a combat system to start out. Then you can expand from there 😃

But please, definitely download Godot and try to create something - learning by doing is the best way to get to grips with game development in my experience! And I say that because I started out making overly ambitious fan games in the 00s, so your post reminded me of...well, me. All of those fan games I was working on never got finished, but they taught me a LOT of foundational skills that I use as a professional game developer now.

So whatever the outcome, the project will be a lot of fun, and you'll gain some valuable experience and skills. I wish you all the best with it! 😊

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On 1/14/2024 at 7:26 AM, OniLink99999 said:

It's a really fun idea, and I highly encourage you to download Godot and try to recreate the Chain of Memories combat system! That's something I've actually never seen replicated in a game. What I *would* say, though, is think smaller - which is advice I give to anyone who asks me for game dev tips when starting out. Creating an MMO - even one with a small scale, aiming for a few dozen players at a time - is layering advanced networking over the top of the already gargantuan task of developing a game. I've seen very experienced game devs struggle with the MMO format, so it's not the best place to start 😅

My recommendation would be pick a world idea you really like (e.g. Bug's Life) , and just try to build that world and a combat system to start out. Then you can expand from there 😃

But please, definitely download Godot and try to create something - learning by doing is the best way to get to grips with game development in my experience! And I say that because I started out making overly ambitious fan games in the 00s, so your post reminded me of...well, me. All of those fan games I was working on never got finished, but they taught me a LOT of foundational skills that I use as a professional game developer now.

So whatever the outcome, the project will be a lot of fun, and you'll gain some valuable experience and skills. I wish you all the best with it! 😊

Well, why would I do that? You know, think smaller!

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10 hours ago, GarfieldBuilder said:

Well, why would I do that? You know, think smaller!

Because game development is extraordinarily difficult and time consuming, and it sounds like you're just starting out on your gamedev journey. Plus, as I said, making an MMORPG is one of the absolute hardest things you can do in gamedev.

Many a fan project has died on the vine because they aimed for something that was impossibly large to complete. Starting out with small, attainable goals means you're more likely to stick with the project, achieve those goals, and feel encouraged to keep going 😊

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On 1/16/2024 at 5:53 AM, OniLink99999 said:

Because game development is extraordinarily difficult and time consuming, and it sounds like you're just starting out on your gamedev journey. Plus, as I said, making an MMORPG is one of the absolute hardest things you can do in gamedev.

Many a fan project has died on the vine because they aimed for something that was impossibly large to complete. Starting out with small, attainable goals means you're more likely to stick with the project, achieve those goals, and feel encouraged to keep going 😊

I could start with Thunder Mesa. Right, OniLink99999?

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On 1/20/2024 at 8:11 PM, GarfieldBuilder said:

I could start with Thunder Mesa. Right, OniLink99999?

Sure! That sounds like a great location to start with - especially since you've got clear reference material 😀

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