MMO Devblog — now with menus

Ryan Berckmans
HackerNoon.com
Published in
3 min readJan 28, 2017

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I’m at Bread, heading towards our series B with an amazing team.

Otherwise you’ll find me pursuing a dream to build and run a massively-multiplayer community game in a medieval fantasy world. The codebase is 5 months in development.

Our vision is to create a society, rich and uniquely varied areas to explore, and to forge relationships between players, by giving them something to lose and tools for teamwork to avoid that loss.

The world won’t explain itself, creating mystery and the opportunity for mastery. We’ll work to keep the game “unsolved”.

The menu system was coded this month and took two weeks to finish, much longer than expected. OLC (online creation, building the world inside the world) is now using the menu system for rooms, took five days to build. OLC for exits and zones is ongoing. Overall the game is in preproduction, which means we’re planning and coding the engine core.

“Now with menus”

“Build a game or an engine, but do both and you’ll fail.” — we’re doing both and working to overcome failure with consistent progress across design, content, business model, and engine. Right now, design means writing a doc with high level, specific plans for major aspects of the virtual world; content is an ongoing sketchbook of story, zones, skills, and maps; business model has us writing down potential customers and things to sell; and engine, occupying most of our time, is making the basics of the virtual world come to life.

At the heart of our vision is a question — why do books and movies continue to evolve, but text games have been succeeded by graphics? We’ll try to find out (and pay attention to the rise of messaging, chat bots, and VR along the way.)

Email me

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Ryan Berckmans
HackerNoon.com

Ethereum + DeFi, Scala, Augur, creator of Predictions Global