Pokemon 2D MMO

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Post » Tue Mar 12, 2013 3:04 pm

Everyone here is making valid points when it comes to stepping on the toes of copyright holders, though if you feel you can avoid the legal pitfalls of making something with another IP then I say go for it. I wish you the best of luck, a Pokmon MMO would be fantastic.
slap it onto the flappy bird template...
bang it on google play with all the other shovelware...
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Post » Tue Mar 12, 2013 3:17 pm

Small world, I used to work for Pokemon World Online too!
I did all the GUI you've seen since 2009.

EDIT: Pokie Ninja is licensed the 3 franchises you mentioned. So your example is invalid. MMO like Pokemon World Online remain on the edge of the copyright law. At any point of time, if Nintendo were to have sent them a C&D, it would have to be terminated.

Rory2013-03-12 15:20:05
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Post » Wed Mar 13, 2013 9:38 am

You got a Game Design Document ? Would love to read it, made already 1 for a Multiplayer Monster MMO (only 26 sites), it would be great to read yours.
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Post » Wed Mar 13, 2013 6:28 pm

Thanks everyone for your concerns and feedback. Though Pokie Ninja however did not get a license from any of the Anime companies nor from their manga authors. They are using parody rights, among others to avoid any legal concerns, I have spoken with the author of Bleach once before because I wanted to make a similar game and that took a full circle trip to get in touch with him, but anyways I am indeed working on a GDD and will gladly share it with who ever cares to read it and possibly help.

PWO was a great start but a sad excuse of a game now, though being the only real one out there they still get the supporters, I plan to reinvent the way the games played, and hopefully gain some fans from it. This is more or less a community builder project, the following games will be what gets revenue, but this game has potential for millions of players and fans. Not bad to start a company off of.
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Post » Wed Mar 13, 2013 6:40 pm

[QUOTE=Prion Games]... hopefully C2 can handle a few hundred to couple thousand players for a MMO version ...[/QUOTE]
Hmmm. How're you planning to do this? C2 won't handle the MMO aspect on its own. What additional technology are you intending to use?
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Post » Wed Mar 13, 2013 9:25 pm

Will more than likely need some hard coded server to handle the traffic. maybe a plugin that runs the server using C# or C++ but reads as javascript on C2, or something. But either way will more than likely need hard coded.
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Post » Thu Mar 14, 2013 11:15 am

With websockets and node.js should it be possiblelocalboss2013-03-14 11:15:56
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Post » Thu Mar 14, 2013 11:19 am

@localboss , nope , websockets aren't appropriate for massive multiplayer games , they aren't appropriate for any realtime communication other than chat rooms ...
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Post » Thu Mar 14, 2013 11:33 am

For me it works well, got a nice little realtime field there 2 player can move at the same time. But never tried it with more than 4 Players.

Browserquest wasnt with web sockets ? localboss2013-03-14 11:34:58
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Post » Thu Mar 14, 2013 1:34 pm

Yeah, a custom coded server structure is probably only if not best option.
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