hello, im new to UDK and really havent tried working on any sort of game creation(besides rpg maker when i was like 12) and abusing the **** outta starcrafts mapedit. that aside, I'm still relatively familiar with the concepts behind programming - it all just comes down to knowing commands and syntax and ofcourse the proper application.(and often most resource efficient application)
while I dont know any languages to date(heck i probably cant even whip together an html these days) I have started the buzz3d tutorials and have already had a little fun with kismet... on the simple level tutorial he shows you how to make the door open on the trigger zone and close when you leave it and I've instead began experimenting with platform elements(as that is the game I'll be making) so i instead took a pillar and made it .3 scaled on the Z axis(fatty mwuahaha) and moved both the trigger zone AND the interp in matinee, and set it so that it goes back and forth while you are ontop of it - but it pauses when you jump off(or just jump up) which is pretty sweet cause i havent had to learn an ounce of unreal script yet... WOO
now the two questions I've got right now are in the vein of networking... in the game I'd like to create I need to know 2 things, one related to steam and the other related more or less to UDK(though might concern steam aswell)
the non steam question:
how many concurrent users can I have in the same enviroment? or rather - how many are supported natively by the engine, without calling in middleware or the likes... I'm going to be making a very unique take on an MMORPG - which luckily is alot easier to make than your typical MMOrpg, but it begs to question can I actually make it an MMO;
basically what I'm wondering - is wether it is feasible to have "world
zones with up to 50-100 players running around in it? I wouldnt be ashamed if I had to create instanced "channels" of each zone to limit players to maybe a max of 25 players in a small map if i had to - but wether I keep zones extremely small or large and open really depends on wether Unreal is capable of handling that many users on a map without exploding - or handling client/server communications in an external app(i.e. middleware)
2nd question.
whats with the steamworks integration... It seems like it would be cool - but does this mean if i were to make an MMO you would have to login via a steam account... and if so - is there a particular way I need to write my expressions? i.e. local variables vs global - or does unreal's engine assume when you say player that it's client side local for the triggered event, wereas the event itself is 'server side'?
aside from that, I've been diving deep into these tutorials and I'm excited to make my game...
p.s. inb4zomgucantmakeandmmoragequitnow.
seriously though, I'm not interested in a "before you make an mmo, you should make x game and be prepared to spend x amount of time for x result" because I've been around the subject on numerous occasions due to my friends always wanted to make one - and I was always stuck doing the art + modelling, so between that and the research I know what it WOULD take to make your standard "MMORPG" but I havent set out to create that anyways... I'd prefer keeping the actual nature of the game seperate from your typical assumptions of what makes an MMORPG(besides the key components of having a large persistant world in a role playing enviroment)



RAAAEG. <--- that was my future response to anyone who doesnt read the "inb4"
all and all - this is a pretty ridiculous introduction, but alas, hellow UDK community... I am Kyle.
while I dont know any languages to date(heck i probably cant even whip together an html these days) I have started the buzz3d tutorials and have already had a little fun with kismet... on the simple level tutorial he shows you how to make the door open on the trigger zone and close when you leave it and I've instead began experimenting with platform elements(as that is the game I'll be making) so i instead took a pillar and made it .3 scaled on the Z axis(fatty mwuahaha) and moved both the trigger zone AND the interp in matinee, and set it so that it goes back and forth while you are ontop of it - but it pauses when you jump off(or just jump up) which is pretty sweet cause i havent had to learn an ounce of unreal script yet... WOO
now the two questions I've got right now are in the vein of networking... in the game I'd like to create I need to know 2 things, one related to steam and the other related more or less to UDK(though might concern steam aswell)
the non steam question:
how many concurrent users can I have in the same enviroment? or rather - how many are supported natively by the engine, without calling in middleware or the likes... I'm going to be making a very unique take on an MMORPG - which luckily is alot easier to make than your typical MMOrpg, but it begs to question can I actually make it an MMO;
basically what I'm wondering - is wether it is feasible to have "world
zones with up to 50-100 players running around in it? I wouldnt be ashamed if I had to create instanced "channels" of each zone to limit players to maybe a max of 25 players in a small map if i had to - but wether I keep zones extremely small or large and open really depends on wether Unreal is capable of handling that many users on a map without exploding - or handling client/server communications in an external app(i.e. middleware)
2nd question.
whats with the steamworks integration... It seems like it would be cool - but does this mean if i were to make an MMO you would have to login via a steam account... and if so - is there a particular way I need to write my expressions? i.e. local variables vs global - or does unreal's engine assume when you say player that it's client side local for the triggered event, wereas the event itself is 'server side'?
aside from that, I've been diving deep into these tutorials and I'm excited to make my game...
p.s. inb4zomgucantmakeandmmoragequitnow.
seriously though, I'm not interested in a "before you make an mmo, you should make x game and be prepared to spend x amount of time for x result" because I've been around the subject on numerous occasions due to my friends always wanted to make one - and I was always stuck doing the art + modelling, so between that and the research I know what it WOULD take to make your standard "MMORPG" but I havent set out to create that anyways... I'd prefer keeping the actual nature of the game seperate from your typical assumptions of what makes an MMORPG(besides the key components of having a large persistant world in a role playing enviroment)




all and all - this is a pretty ridiculous introduction, but alas, hellow UDK community... I am Kyle.
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