There is a saying: "Nothing is certain but death and taxes."This is not true.
Nothing is certain but death, taxes and that TQ sucks. That is true.
But at its core, CO is a great game. The question is, how hard is it to clone?
I'm not talking about CO private server. I'm talking about a whole new game. A 2 1/2D isometric real-time pvp-game?
The graphics don't have to be great. No need for great quests, content, features.
Just good, fun, watertight PvP excitement with things added on top- simple code for levelling and experience, damage equation modified by equipment quality. A few mobs here and there to level.
So experts, how hard is something like this to execute?
What are the general categories of work?
1) Client-server networking
2) Graphics, animation & content development
3) Mechanics coding
4) Advertising & marketing
No lie, MMO development is very difficult and very risky. But let's walk through this exercise anyway.
How would you craft the design document?
Nothing is certain but death, taxes and that TQ sucks. That is true.
But at its core, CO is a great game. The question is, how hard is it to clone?
I'm not talking about CO private server. I'm talking about a whole new game. A 2 1/2D isometric real-time pvp-game?
The graphics don't have to be great. No need for great quests, content, features.
Just good, fun, watertight PvP excitement with things added on top- simple code for levelling and experience, damage equation modified by equipment quality. A few mobs here and there to level.
So experts, how hard is something like this to execute?
What are the general categories of work?
1) Client-server networking
2) Graphics, animation & content development
3) Mechanics coding
4) Advertising & marketing
No lie, MMO development is very difficult and very risky. But let's walk through this exercise anyway.
How would you craft the design document?