How to Make a Multipayer Roleplaying Game in Class

Think of the basic theme of the game., Think of the basic system for things like movement, combat, leveling systems and all that other crazy stuff. , Campaigns are the game., Come up with a list of 5-10 classes and races (both are optional, any mix...

24 Steps 2 min read Advanced

Step-by-Step Guide

  1. Step 1: Think of the basic theme of the game.

    is it fantasy? is it sci-fi? is it horror, comedy, mix, modern or even your own thing? And don't forget, always try to make your own is you can't classify it.
  2. Step 2: Think of the basic system for things like movement

    , Just like how there is in WoW, DnD, EQ, EQ2, DDO, WK, MS, AQW, DF, MQ, WF, AQ and every other game, campaigns make the base structure of the game more exciting, and can help you come up with things to add later on.

    And remember, you should never use the beginning or beta/alpha testing, or the gamma testing for an expansion. second version or higher. , There's also a type where you start out with a set amount of points to spend on a list of abilities).

    Don't worry if you don't have everything imaginable, you can add them later on but 5-10 is the best for starting. , the shirt, pants, belt, boots, neck 1, neck 2 and neck 3, right hand, left hand, right finger, left finger, left wrist, right ankle, left ankle and then anywhere else you can think of, and don't be afraid to remove some of them if it gets too complex)that is armor, weaponry, charms, ammunition and anything else that can be fit on a person. ,,,,
  3. Step 3: combat

  4. Step 4: leveling systems and all that other crazy stuff.

  5. Step 5: Campaigns are the game.

  6. Step 6: Come up with a list of 5-10 classes and races (both are optional

  7. Step 7: any mix but both are recommended.

  8. Step 8: Develop the classes

  9. Step 9: stat percentages (effects and for if for example

  10. Step 10: for every 1 STR you have it adds another 2-4 damage

  11. Step 11: but after level 4 it adds 4-8)

  12. Step 12: bestiary

  13. Step 13: professions if you want too

  14. Step 14: effects such as poison

  15. Step 15: freeze burn and stun

  16. Step 16: equipment (there should be slots.

  17. Step 17: Make sure that most things are balanced (skills and the such)

  18. Step 18: Don't forget dungeons

  19. Step 19: maps of the world and maps of countries/towns

  20. Step 20: bosses and quests.

  21. Step 21: Finally go alpha

  22. Step 22: beta and then gamma testing

  23. Step 23: then LIVE RELEASE

  24. Step 24: Don't forget expansions and new things.

Detailed Guide

is it fantasy? is it sci-fi? is it horror, comedy, mix, modern or even your own thing? And don't forget, always try to make your own is you can't classify it.

, Just like how there is in WoW, DnD, EQ, EQ2, DDO, WK, MS, AQW, DF, MQ, WF, AQ and every other game, campaigns make the base structure of the game more exciting, and can help you come up with things to add later on.

And remember, you should never use the beginning or beta/alpha testing, or the gamma testing for an expansion. second version or higher. , There's also a type where you start out with a set amount of points to spend on a list of abilities).

Don't worry if you don't have everything imaginable, you can add them later on but 5-10 is the best for starting. , the shirt, pants, belt, boots, neck 1, neck 2 and neck 3, right hand, left hand, right finger, left finger, left wrist, right ankle, left ankle and then anywhere else you can think of, and don't be afraid to remove some of them if it gets too complex)that is armor, weaponry, charms, ammunition and anything else that can be fit on a person. ,,,,

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Sarah Turner

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