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...
Step-by-Step Guide
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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. -
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. ,,,, -
Step 3: combat
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Step 4: leveling systems and all that other crazy stuff.
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Step 5: Campaigns are the game.
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Step 6: Come up with a list of 5-10 classes and races (both are optional
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Step 7: any mix but both are recommended.
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Step 8: Develop the classes
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Step 9: stat percentages (effects and for if for example
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Step 10: for every 1 STR you have it adds another 2-4 damage
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Step 11: but after level 4 it adds 4-8)
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Step 12: bestiary
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Step 13: professions if you want too
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Step 14: effects such as poison
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Step 15: freeze burn and stun
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Step 16: equipment (there should be slots.
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Step 17: Make sure that most things are balanced (skills and the such)
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Step 18: Don't forget dungeons
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Step 19: maps of the world and maps of countries/towns
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Step 20: bosses and quests.
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Step 21: Finally go alpha
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Step 22: beta and then gamma testing
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Step 23: then LIVE RELEASE
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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. ,,,,
About the Author
Sarah Turner
Creates helpful guides on creative arts to inspire and educate readers.
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