D
damijin
Guest
Hello, I've had this idea in my head for quite some time now, and I was wondering if any of the minds over here could tackle it. It has to do with the feasibility of a persistent RPG run through Steam with both a master server with a database of information, and smaller servers that could talk with the master server but could be run by other people, and vary in size.
The idea came to me when I noticed the persistence of things such as leader boards and stat trackers on CS:S servers which connected to web sites and other sources to display your information. I began to think, would it be possible to create an RPG with persistant stats? Well.. of course it would. I mean, it's been done half-assedly with some CS:Source minimods.
But could I take it to the next level? Would it be possible to create a server network that would allow for both multiple maps of exploration, and expansion potential to make the game larger over time?
My theory on paper was that you could create a mod which would be similar to a modern day online RPG, you kill things, you gain levels, whatever that part isn't terribly important. What is important is that your persistent character be saved to a database on what I would call a "Master Server". The master server, or perhaps master servers, would be the parents of a network of smaller servers which I would call "instance servers". An instance server could be anything from a serious business 64 player server, down to a home pc with support for only 4 players. The instance server would spend most of it's time sitting there in an idle state waiting for communication from the master server.
So lets take a step back and pretend we're playing this RPG on steam. We're playing with some friends, and we discover that there is a cave up ahead. We walk up to the cave, but it does not exist on this map so we can not simply walk in. Instead, a trigger is sent to, what I imagine would have to be custom written back end software. It would say something like "4 players wish to enter the Cave of Destiny". The software would then look out to the available instance servers and locate one that is not in use and can support 4 players, and ideally is a smaller server so that it does not occupy a 64 player server with this little 4 person party.
Upon having located a suitable server, it would tell the instance server to load map "Cave of Destiny", and anticipate receiving the following Steam IDs (the 4 players). The instance server will deny any attempts to connect by anyone with the wrong Steam ID so as to prevent people teleporting into instances without traveling through the world.
The players will adventure in this instance server, gain some loot, gain some xp, whatever, and the whole while the instance server will be sending this data back to the master server to be recorded in the database.
The reason I really enjoy this theory of an online RPG is because of it's expansion potential. People get bored of killing monsters? Create a soccer map and let them kill each other wile playing soccer. Or capture the flag, or a castle siege. You could create dozens of new types of maps and simply string them together through instances, or add entrances to them from the primary map that is played on the master server.
I hope I have explained the concept with enough detail for the question I am about to ask, and if not, feel free to ask questions.
Is this concept feasible? As a programmer are you relatively certain of it being possible? If not, why? If so, would it be so much work that you personally would not invest yourself in such a project, or would it perhaps be easier than it may seem for grand of a concept that it is?
The idea came to me when I noticed the persistence of things such as leader boards and stat trackers on CS:S servers which connected to web sites and other sources to display your information. I began to think, would it be possible to create an RPG with persistant stats? Well.. of course it would. I mean, it's been done half-assedly with some CS:Source minimods.
But could I take it to the next level? Would it be possible to create a server network that would allow for both multiple maps of exploration, and expansion potential to make the game larger over time?
My theory on paper was that you could create a mod which would be similar to a modern day online RPG, you kill things, you gain levels, whatever that part isn't terribly important. What is important is that your persistent character be saved to a database on what I would call a "Master Server". The master server, or perhaps master servers, would be the parents of a network of smaller servers which I would call "instance servers". An instance server could be anything from a serious business 64 player server, down to a home pc with support for only 4 players. The instance server would spend most of it's time sitting there in an idle state waiting for communication from the master server.
So lets take a step back and pretend we're playing this RPG on steam. We're playing with some friends, and we discover that there is a cave up ahead. We walk up to the cave, but it does not exist on this map so we can not simply walk in. Instead, a trigger is sent to, what I imagine would have to be custom written back end software. It would say something like "4 players wish to enter the Cave of Destiny". The software would then look out to the available instance servers and locate one that is not in use and can support 4 players, and ideally is a smaller server so that it does not occupy a 64 player server with this little 4 person party.
Upon having located a suitable server, it would tell the instance server to load map "Cave of Destiny", and anticipate receiving the following Steam IDs (the 4 players). The instance server will deny any attempts to connect by anyone with the wrong Steam ID so as to prevent people teleporting into instances without traveling through the world.
The players will adventure in this instance server, gain some loot, gain some xp, whatever, and the whole while the instance server will be sending this data back to the master server to be recorded in the database.
The reason I really enjoy this theory of an online RPG is because of it's expansion potential. People get bored of killing monsters? Create a soccer map and let them kill each other wile playing soccer. Or capture the flag, or a castle siege. You could create dozens of new types of maps and simply string them together through instances, or add entrances to them from the primary map that is played on the master server.
I hope I have explained the concept with enough detail for the question I am about to ask, and if not, feel free to ask questions.
Is this concept feasible? As a programmer are you relatively certain of it being possible? If not, why? If so, would it be so much work that you personally would not invest yourself in such a project, or would it perhaps be easier than it may seem for grand of a concept that it is?