login about faq

To prove you're not a spammer, email newuser.lgqa@gmail.com with the subject "Account Request" to request an account.


Currently at school we've got an DIY project to design a game. For me there's just one problem. I barely have any inspiration.

I don't know whether or not I am allowed to ask such a question here on lockergnome.net but it's always worth a shot.

My main though is to make a 2D tile based MMORPG adventure game where you walk around in a little town which is under attack by zombie's and the undead. Through quests you gain strength and skill which will help you defeat the enemy's. Some of them need to be defeated with a group and others can be defeated on your own.

As you see this is way to little to create a game out of. Our deadline is in about 2-3 months until the summer vacation (even though the concept needs to be done by next Friday).

Could any of you please help me extends this into a full game, it would be very much appreciated (and off course your name will come in the credits)


  • Who are your audiences?
    Teenagers aged 16-20.

  • What are you doing this for?
    Good question. I know this isn't the best answer but I am doing it just for a school project.

A bit about my history in development, Nine years ago I started with Flash AS2. It didn't take long for AS3 to arrive and I immediately switched to it. Later on I started experimenting with Java on the I/O and networking side (which is the reason that I want this game to be MMO). Since about 15-20 weeks I've been working with C# and XNA. Because of my history in development I was able to pick it up very easily and now use it as my main programing language.

I will write ALL the code myself. I've written such code before (unfortunately not in any type of reusable library) so I won't have to much problems writing it again.

About the MMO being to complicated, Two weeks ago I wrote a Packet class which will read and write the data 8-9 times faster than just using the BinaryInputStream and BinaryOutputStream in C#. Also I've made several multi-player games before (unfortunately none really available to show since it was more of a way to test myself) so I won't have to much problems with making this one.

asked May 09 '11 at 09:15

nitrocrime's gravatar image


edited May 09 '11 at 12:29

What about a mastery game where u need to solve puzzles but the stupid kind , the kind that need thinking and make characters in the back respond to any right or wronge move the user does and keeping a 2-D kind of game with a story

answered May 09 '11 at 09:48

LAWGA's gravatar image


That's not really where my mind was going. You may have missed it but I just edited the question since I want it to be a adventure game, not a puzzle game.

(May 09 '11 at 09:54) nitrocrime nitrocrime's gravatar image

After certain stages you could have an option to expand the town or travel to a new one once one town has been fully defended. You can have levels which will unlock better armour/weapons from a shop in the towns.

answered May 09 '11 at 09:56

Nebula's gravatar image


Great idea! This will make sure that there is enough game-play and extendable game-play.

(May 09 '11 at 09:58) nitrocrime nitrocrime's gravatar image

Are you restricted to a certain development environment?

If I have to say, I think something as complex as an MMORPG would probably take longer than a few months to develop, mostly because of the networking issues. But if you were to develop such a game, I believe most modern game developers use physics engines to model most of the redundant stuff they don't want to reinvent. While there's some of these out there that are free/open source, you're possibly looking at a significant investment for such a product.

As a class project, I would start with something smaller, like along the lines of an "Asteroids" or "Tetris". Games with simple sprites aren't all that hard to develop.

Alternately, check out http://www.inform7.com and consider writing a text adventure. Inform is a pretty easy language to pick up and you wouldn't have to develop graphics. Your teacher might be impressed that you know about text adventures, too.

answered May 09 '11 at 10:28

Duodave's gravatar image


"Are you restricted to a certain development environment?" I am not restricted but I have chosen to go with C# and XNA. Three of my friends also use the same code and therefore we can help each other.

"As a class project, I would start with something smaller, like along the lines of an "Asteroids" or "Tetris". Games with simple sprites aren't all that hard to develop."

To us that's kids play. Myself I stared with development in general 9 years ago. I am currently 17 years old so it's kinda baked into my head. Plus you may have miss understood (probably due to me forgetting to mention it) but I am developing this game on my own. Not as a full class project.

"I think something as complex as an MMORPG would probably take longer than a few months to develop"

Referring to what I said above. I've already written a full packet class which can send data about 8-9 times faster than just the standard IO functionality in C#. Plus I've made a couple of multi-player games before.

About the Inform7, that is purely based on the storyline. It's not really what our teachers want to see from us. And I even think that they were to disprove it if I came with such an idea.

Ow and about the open-source and libraries, I will write those myself with ease.

(May 09 '11 at 11:14) nitrocrime nitrocrime's gravatar image

Oh ok, I guess a little more information probably would have helped.

Have you ever heard of a little-known board game called The Awful Green Things from Outer Space? ( http://en.wikipedia.org/wiki/The_Awful_Green_Things_From_Outer_Space )

This game's general plot was one player was the crew, one player was the creatures. The creatures start out as eggs and you're supposed to defeat the crew. The crew is supplied with a variety of things on board the ship (like fire extinguishers or lasers) that may or may not injure the creatures. Their effect is determined randomly.

Anyway, my point being maybe some randomness as to how effective weapons are against the zombies might add to replay value.

(May 09 '11 at 11:37) Duodave Duodave's gravatar image

Adding randomness to the game. Great idea! And yes I should have given more information about my background in game-development.

(May 09 '11 at 11:49) nitrocrime nitrocrime's gravatar image

One of my favorite games had a certain trick in one of its plotlines. In "Elder Scrolls IV: Oblivion" there were several plotlines you could follow (any of them, all of them, any combination of them). If you did the assasin's guild (The Black Hand) quests, you would get a horse that was unkillable. But since you could knock it out and corpses could be used as containers, it was possible to knock the horse out, you could put any amount of possessions on the horse so you wouldn't have to go sell or store stuff as often. It was a portable chest. So we always did the assasin's guild first thing so we could get the chest on four legs.

Anyway I am not saying use that specific idea, but nesting little strategies or easter eggs in your game is always fun for the player.

(May 09 '11 at 12:46) Duodave Duodave's gravatar image

Wauw I've never heard of such a thing before. Using the inside of a horse to store items. Horses ok, but using them as a chest goes a bit to far for my taste.

(May 09 '11 at 12:52) nitrocrime nitrocrime's gravatar image

Haha. Well think about how those games work. Let's say world of warcraft for example. Most mobs you kill drop some kind of loot, even if it's just money. But to me it never makes sense. Like, why would an ox have money? What purpose does a bear have with money?

It's the same thing. I didn't mean the horse was ACTUALLY a chest, its just in the game it was operating as if it was one.

(May 09 '11 at 13:15) Duodave Duodave's gravatar image

True point. Maybe when you own a horse you can give it a saddle with bags to store items. And yeah what does a bear need money for?

(May 09 '11 at 13:19) nitrocrime nitrocrime's gravatar image
showing 5 of 7 show all

How about a game with things to do, like quests and other stuff to work together with other people to earn some credit and buy weapons/equipments/armor to train yourself in a training centre. There, you get more strength and then kill the undead yourself progressively.

After killing the undead, more will come out and then you can also build defenses with the credits you have to protect your place, the game ends after reaching the maximum level and killing the "big boss" of the game which is quit hard to defeat and needs a lot of training in order to do so.

You can also add a "real time" feature like making it train itself even without being online. It can also get more strength when the person is "really online" rather than getting lesser strength by getting on "real-time offline".

Later on, you may want to add features like "PvP" in the game or "team kills" to kill the undead zombies or other creatures/monsters, it should be cute though, if not too bloody will not appeal to the young players.

Minigames are also possible and, if possible, you can do it by adding tic-tac-toe to gain more strength.

And by "killing", I mean It must not be killing, it can also be like making the opponent faint or just tired

Once again, too much blood isn't good as the players may get violent in the future and start to even kill themselves in real life in the future or even kill others.

You might also want to add things to the game like "gangs"

My idea is quite similar to a game called "MapleStory", which I just quit recently.

After your game stabilizes, you may want to add events and more maps for the people to play in.


  • Who are your audiences?
  • What are you doing this for?

Once again, good luck on creating your game.

answered May 09 '11 at 11:48

iTechnologyz's gravatar image


edited May 09 '11 at 11:54

Great information! I've edited the question to give a bit more information and answer you're two questions. The real-time feature is something that doesn't do me enough to implement it. I've wanted it myself in certain games as well but I do see why they didn't add it due to it being to easy to train your character that way.

The game will most likely get a unofficial 16+ sign (also protected on registration even though people can fake there age). I am not planning on adding to much blood but I do plan on actually killing the zombies and undead. They might even expel some sort of slime/gue instead of blood.

In your answer you sort of described it as a town defense game. This might be very interesting to do.

The gangs is something I would add if the game were to become more popular than just our school (not expecting much people from outside to play this, at least not during development).

PvP and Team Kill are quite good for adding more game-play after you finished the story line. But it is something I would add if I finished the game earlier than planned.

And how does playing Tic-Tac-Toe increase your strength? That makes no sense :P

(May 09 '11 at 12:42) nitrocrime nitrocrime's gravatar image

inspiration www.uo.com what should be expected out MMORPG

answered May 09 '11 at 12:09

jimmy%20the%20eric's gravatar image

jimmy the eric

Your answer
toggle preview

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here



Answers and Comments

Markdown Basics

  • *italic* or __italic__
  • **bold** or __bold__
  • link:[text](http://url.com/ "title")
  • image?![alt text](/path/img.jpg "title")
  • numbered list: 1. Foo 2. Bar
  • to add a line break simply add two spaces to where you would like the new line to be.
  • basic HTML tags are also supported



Asked: May 09 '11 at 09:15

Seen: 1,334 times

Last updated: May 09 '11 at 13:19