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Looking for some general advice from the GMS2 community!
I've been an avid gamer and web developer for decades, and I've spent the last ten years or so building an online text-based, persistent world RPG that leverages a variety of web-based Microsoft technologies; through a combination of VB.NET server-side programming, SQL Server stored procedures/tables, Bootstrap 4 and JavaScript, I have the game working fairly well now. The overall initiative is called "BrowserQuests" and was designed to not only allow me to run my own RPG online but let other authors build and maintain their own "campaigns" as well if they'd want to learn the browser-based tools I developed.
However, the approach I've taken has some serious drawbacks. First and foremost, the traditional web client/server model I'm using causes a one to two second delay in virtually all player input, which can be quite annoying at times. Second, the Bootstrap 4 approach to building player UI elements works but it's also rather boring. Third, the whole thing is quite complicated and hence rather fragile. Finally, the whole thing was built from scratch, so there's no community to draw help and inspiration from.
Hence, I'm thinking about rebuilding the whole thing using GMS2 and essentially applying what I've learned over the past ten years to something that would play directly within the browser while taking advantage of not just the GMS2 toolset but the community as well.
Out of the gate, I'm not sure how to handle data--my online RPG utilizes a LOT of data for tracking a myriad number of persistent elements, so I'm wondering how to go about that. For example, in my current system online, I have a complete set of developer tools that allow me to build characters, monsters, places, items, quests and much, much more (managing some 60 or so database tables). How would I go about building a similar interface to first populate records of elements I'll need for the game, including player-based persistence (so players can save their progress and return to the game later)? I'd be happy if I could simply create .csv files to support all the data, but I'm not sure where to start.
Ultimately, my intent would be to move my game to WordPress and use GMS2 to drive the entire game from a browser (and, way down the road when the game is totally finished, port it to other platforms as well). Does that seem reasonable, or might I see performance issues with building a complicated RPG for HTML5 delivery (especially one that uses music and narration elements as well)? All put another way, does anyone have any feedback for me regarding whether GMS2 would be an appropriate tool to rebuild my online browser-based RPG? I'd appreciate any feedback the community has to offer!
I've been an avid gamer and web developer for decades, and I've spent the last ten years or so building an online text-based, persistent world RPG that leverages a variety of web-based Microsoft technologies; through a combination of VB.NET server-side programming, SQL Server stored procedures/tables, Bootstrap 4 and JavaScript, I have the game working fairly well now. The overall initiative is called "BrowserQuests" and was designed to not only allow me to run my own RPG online but let other authors build and maintain their own "campaigns" as well if they'd want to learn the browser-based tools I developed.
However, the approach I've taken has some serious drawbacks. First and foremost, the traditional web client/server model I'm using causes a one to two second delay in virtually all player input, which can be quite annoying at times. Second, the Bootstrap 4 approach to building player UI elements works but it's also rather boring. Third, the whole thing is quite complicated and hence rather fragile. Finally, the whole thing was built from scratch, so there's no community to draw help and inspiration from.
Hence, I'm thinking about rebuilding the whole thing using GMS2 and essentially applying what I've learned over the past ten years to something that would play directly within the browser while taking advantage of not just the GMS2 toolset but the community as well.
Out of the gate, I'm not sure how to handle data--my online RPG utilizes a LOT of data for tracking a myriad number of persistent elements, so I'm wondering how to go about that. For example, in my current system online, I have a complete set of developer tools that allow me to build characters, monsters, places, items, quests and much, much more (managing some 60 or so database tables). How would I go about building a similar interface to first populate records of elements I'll need for the game, including player-based persistence (so players can save their progress and return to the game later)? I'd be happy if I could simply create .csv files to support all the data, but I'm not sure where to start.
Ultimately, my intent would be to move my game to WordPress and use GMS2 to drive the entire game from a browser (and, way down the road when the game is totally finished, port it to other platforms as well). Does that seem reasonable, or might I see performance issues with building a complicated RPG for HTML5 delivery (especially one that uses music and narration elements as well)? All put another way, does anyone have any feedback for me regarding whether GMS2 would be an appropriate tool to rebuild my online browser-based RPG? I'd appreciate any feedback the community has to offer!
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