Jun 02

MMORPG Tycoon

Tag: trevor @ 1:00 am

Initially released 2nd June, 2008
Latest update 10th August, 2008

Fun News:  All-new version 2.0 is now in active development!

Screenshots:

Download:

Source Code:

  • Not currently available

Instructions:

Congratulations, you’re the new owner of ShadiSoft Software, the latest software development house to go have gone bust when their exciting new MMORPG failed to catch the public’s attention!  With a full staff of programmers, designers and artists to obey your every whim, it’s your job to reverse the company’s fortunes and become the most popular MMORPG on the block!

Discussion board:

Controls:

MMORPG Tycoon is the very first VectorStorm game that’s controlled entirely with the mouse (except for entering the name of your MMORPG world, in the title screen).

As a convenience, as of version 1.0.14, you may use the arrow keys to pan the view (instead of right-click dragging), and use ‘a’ and ‘z’ to zoom in and out (instead of using the mouse wheel).

You may quit the game at any time by pressing ‘Q’ or ‘Esc’.

Credits:

Game Design, Code & Gfx: Trevor Powell ( trevor (at) vectorstorm.org )

Music: Solar Cycle – Ray of Life

MMORPG Tycoon uses OpenGL, SDL, SDL_Mixer, the Mersenne Twister, and GLEW, and was initially written for entry to the TIGSource Procedural Generation contest.

ChangeLog:

  • 2nd June, 2008: Initial release. (29 days development time)
  • 2nd June, 2008: 1.0.1 release. Fixes rare crash caused by certain tools not deactivating themselves properly when you finish using them (Road tool and Inspect tool, in particular).
  • 2nd June, 2008: 1.0.2 release. Fixes mouse wheel going unresponsive if you start a game while the title screen’s text edit box is still active.
  • 2nd June, 2008: 1.0.3 release. Fixes build pane buttons going sticky;  this bug was introduced in version 1.0.1.
  • 2nd June, 2008: 1.0.4 release. Fixes graphical bug when deleting a building with a road attached.  Revises calculations for player satisfaction and addiction, forum buzz, etc.  Fixed “Monster Density” design setting to work as expected (higher values == more monsters).  Fixed “Combat Level Range” to not cause a divide-by-zero crash if set to zero.
  • 10th June, 2008: 1.0.5 release. Minor graphical tweaks to initial UI screens, Zone level modification buttons now activate the zoning tool when you click on them.
  • 11th June, 2008: 1.0.6 release. Fixes crash bug when “autoincrement” functionality is used for adjusting the level set on the zoning tool.
  • 13th June, 2008: 1.0.7 release (OS X only). MMORPG Tycoon should now be compatible with OS X 10.4.
  • 18th June, 2008: 1.0.8 release. MMORPG Tycoon now supports saving and loading games. Your current game is automatically saved whenever you exit or quit.
  • 19th June, 2008: 1.0.9 release (Win32). Fixed saving bug in Win32 build.
  • 20th June, 2008: 1.0.10 release.  Fixed even yet another saving bug in Win32 build.  Fixed interface bugs when drawing a road to a destination which is underneath floating UI elements (such as toolbars, etc).  Town, Respawn, and Starting Point placement tools no longer automatically deactivate after being used.
  • 23rd June, 2008: 1.0.11 release. Options screen now available to change resolution, disable rotating cursor, etc. Minor UI improvements.
  • 23rd June, 2008: 1.0.12 release. Fixed crash when a new user subscribes, if no starting points are placed.
  • 28rd June, 2008: 1.0.13 release. Fixed rare crash after a save/load, if an offline subscriber disconnected at his home, without having first picked up a quest at the time of the save.
  • 29th June, 2008: 1.0.14 release. Fixed bug in save code which could result in roads being placed incorrectly after a load.  Added keyboard keys to pan and zoom the view, primarily for laptop users.
  • 26th July, 2008: 1.0.15 release. Fixed bug where subscribers currently online after a load weren’t being added to the tally of “subscribers”. Fixed bug where subscribers didn’t have their full XP reset when they gained a level, if the player had increased the XP required per level above 10. Added Autosave support, and an option to disable it.
  • 10th August, 2008: 1.0.16 release.  Fixed crash bug on the second run after changing game preferences.  (This crash bug was introduced in 1.0.15)

73 Comments on “MMORPG Tycoon”

  • [...] If you’re interested, head you can read more about it (and download a copy… it’s free!) here. You may also want to hit up the official site. [...]

  • B4Z4RU5 says:

    Great Game!!!

    With version .10, adding save games gives this game a hugely long life.
    I would be interested in hearing how others are doing. How many users have people been able to amass?

    I have only played for about an hour and have roughly 230 users, and the average level is 2, with the highest of 5.

  • Alex says:

    Having the option of keyboard control would be nice. My mousewheel is broken right now so I can’t zoom in, and I’d really like to try this game!

  • MSD says:

    In response to B4Z4RU5, i’ve been able to max out subscribers at 10,000 with +3500 forum buzz. Unfortunately once online users reach 1,500 or so my newbie areas start getting overloaded and zones start going down and my negative buzz skyrockets. I’ve been busy with other things and haven’t been able to play since 1.07 so I don’t know if the increased server population limits has gone in yet.

  • trevor says:

    No, the server population limits haven’t changed (I’ve made no gameplay changes since 1.0.4, which was the contest entry.)

    But if your newbie area is getting overloaded, then you can place another newbie area. Just zone up another low-level region and add another starting point and town to it, and half your new users will appear at that new starting area.

  • MSD says:

    I tried that, I actually made about 4-5 new lowbie zones with starting areas, towns and respawn points. I zoom in and I see players running around but the original newbie zones still crash constantly.

    I don’t know what the game does with the players that are in zones that crash but it seems like they are just reloading into the same zone and crashing it again hehe. I’ve even gone as far as removing the starting areas from those zones to try and shift load to the newer zones with no luck at all. It seems like once a zone goes down its going to be a problem child for the duration of the game.

  • B4Z4RU5 says:

    MSD hit 10000 subscribers, wow. I am really enjoying this game. I have only logged about 2 hours and have about 400 subs now. Downloading and installing 12 now.

  • [...] zur Homepage: MMORPG Tycoon Juni 26, 2008 | abgelegt unter Allgemein, Vollversionen | [...]

  • B4Z4RU5 says:

    What does the third counter on the monster design screen represent?

  • Magus says:

    You may be interested in this save (http://qshare.com/get/236917/Slot0.sav.html). On my compute it crashes every time I try to continue playing it. As far as I know, I didn’t do anything especially strange while setting up my world. One thing that’s definitely off is the classes. Two of the five don’t have a defence listed, even though I set it ealier. Changing it back doesn’t prevent it from crashing though.

  • MSD says:

    I experienced an odd problem with the saving feature. I saved my game, then game back a few hours later, and all of the roads were stretched down to the last town I made.. so there were about 40 roads all stretching across the room very odd looking… lol

  • trevor says:

    That’s a very awesome map, Magus! Thanks very much for the save file; I’ve found the crash bug that you were hitting, and am putting together a 1.0.13 build right now. (Your save game file will be compatible with 1.0.13; just copy it into the ‘Saves’ directory of the new build)

    The bug was to do with offline subscribers; when they logged in after a save/load cycle, if they happened to be standing inside their home town and hadn’t picked up a quest from it before the save, then they would cause a crash while they tried to pick up a quest. I just wasn’t properly setting a particular value on subscribed but offline users.

    The trouble with classes that you mentioned turned out to just be a rendering problem; everything was working correctly except for drawing those values to the screen. I’ve also fixed this for 1.0.13, which should be downloadable within an hour.

  • Magus says:

    Thanks for the update. This is an awesome game and I look forward to future developments. :)

  • Magus says:

    Oh yeah. I forgot to mention, but there seems to be another bug. It’s nothing game-breaking, but it looks like when players level up, they retain all but 10 of their XP. In the same save, I have to XP/lvl set to 100, but when someone levels up, they still have 90 XP and level up again fairly quickly. I can’t tell for sure if it effects everyone though.

  • B4Z4RU5 says:

    Hi, I’m guessing the third item on the monster design screen is ‘health’.

    Here is a link to a save file. It shows a probelm that seems to develop whenever I close the game and then reload a save file. The roads get all jumbled up, many are deleted, and many new ones are added that go accross the entire map.

    Also when this happens I immediately start seeing players with no home skyrocket up.

    Thanks again for a fun game.

    Save file:
    http://www.esnips.com/doc/d20cebf5-31bb-4632-aa71-9070ac9ea78f/Slot0

  • Mike says:

    Yeah, the mouse wheel zoom is a big problem if you’re, for instance, playing on a touchpad. Provide another way to zoom.

  • trevor says:

    Thanks for that save file, B4Z4RU5! I have good news and bad news.

    The good news is that I’ve found the bug, and am well on my way to fixing it. This bug would only occur after the second save/load process, where the player had placed buildings and roads during both previous runs of the game.

    The bad news is that the bug occurred during saving, which means that the problem is saved into the save game file, and you’ll actually have to fix the roads manually the first time you open your save file in 1.0.14. Sorry about that! (But there’ll be code in place which will detect when a save file from 1.0.13 or earlier is bugged, and will make its best guess about where the roads were intended to be.. though it may get things wrong from time to time.)

    And touchpad is a good point, Mike. I’ll have keyboard pan/zoom controls included in 1.0.14 as well. (I’m primarily developing on a MacBook Pro, which doesn’t even have a second mouse button on its trackpad!). I’ll use the arrow keys for panning.. does anybody have preferences about what buttons should be used for zooming? ‘a’ and ‘z’, maybe?

    Expect to see a version 1.0.14 within a few hours, which will fix the road-saving problem and the touchpad control problem. Also, I’m thinking about setting up a forum. This comments page is getting surprisingly long! :)

  • [...] idea was rekindled by a post on Play This Thing! blog.  The post is about Trevor Powell’s MMO Tycoon game.  I highly encourage you to read the article, download the game, and give it run for a bit.  [...]

  • [...] by admin on Jun.19, 2008, under Game Reviews, Internet Software, Software Reviews http://www.vectorstorm.or…/mmorpg-tycoon/ [...]

  • [...] MMORPG TYCOON E chiudo con un gestionale del quale approvo l’originalità, dato che è ambientato nientemeno che nel mondo dei MMORPG che tanto calcano la scena negli ultimi tempi. L’interfaccia grafica è piuttosto semplice, ma aldisotto si muove più di quanto lasci intendere – almeno a quanto dice l’autore, di cui vado a riportare la presentazione del gioco pubblicata sul TIGForum. Congratulazioni, siete il nuovo proprietario della Shadisoft Software, l’ultima software house ad essere andata in bancarotta quando il loro nuovo eccitante MMORPG non è riuscito a catturare l’attenzione del pubblico! Con uno staff completo di sviluppatori, designer e artisti pronti ad eseguire ogni vostro capriccio, dovrete capovolgere le sorti della compagnia e trasformare il vostro MMORPG nel più popolare del mucchio! [...]