Technically, or at least theorically, having quite a lot of people playing the game at the same time is possible. By "not-so massevily multiplayer", Im, as you said, just honest about the probable number of players.
Altough Im not planing on hundreds of players, I the game will manage to attract more than 10 players, elsewhere there would be no point in making a persistent playfield.
But the "NSMM" mention should be understood more as a gamedesign base than as a technical specification :
By including that in this (working?) title, Ive meant that since I know there wont be LOTS of player at once, the gamedesign is made accordingly. That means the base world will not be presented as a very populated world ...
I wont play the "Lots of big cities ! Fighting religions ! War between countries !" card, or at least not at the begining.
Actually, heres what Im planing to do : I want the ingame world to evolve by its community. By evolve, I meant real evolution, not like "city renamed to Dark Assassin Guild City", but like players builds towns. Theres lot of work to do both on the engine and game design to allow player to modify their environment realtime and build stuff, but I think I can do it. Actually, almost all will be built from scratch, on a quite wide land, so thats somewhat of a colonisation.
Now for the news : I received my new PC a few hours ago, wich is a very good news for the game, since I can at least do tests with client connecting from 'distant' (60cm) computer, and interacting with another client. As it was months since I could test that, and lots of changes had been brought to the code, I was quite worried about that, but the only correction of a single error was all I needed to make it work again. I had a great chat with my alter-ego ("hello" - "works" - "PM works too ?" - "yup") and a breath-taking race trough the luxuriant landscape (slide-moving on grass texture). However, the bad news about my new PC, is that obviously, I HAVE TO play super top quality graphics games to ... erm ... test the performances and stuff, you know ... test. So the developement will have to wait for approximatively rnd(4,148) hours ...
Also I've found a new job, so I wont have so much spare time now, but I dont worry about that, since this game project was born while on the same job (and the same place) and quite some code was done there as well, during spare time. :)
Altough Im not planing on hundreds of players, I the game will manage to attract more than 10 players, elsewhere there would be no point in making a persistent playfield.
But the "NSMM" mention should be understood more as a gamedesign base than as a technical specification :
By including that in this (working?) title, Ive meant that since I know there wont be LOTS of player at once, the gamedesign is made accordingly. That means the base world will not be presented as a very populated world ...
I wont play the "Lots of big cities ! Fighting religions ! War between countries !" card, or at least not at the begining.
Actually, heres what Im planing to do : I want the ingame world to evolve by its community. By evolve, I meant real evolution, not like "city renamed to Dark Assassin Guild City", but like players builds towns. Theres lot of work to do both on the engine and game design to allow player to modify their environment realtime and build stuff, but I think I can do it. Actually, almost all will be built from scratch, on a quite wide land, so thats somewhat of a colonisation.
Now for the news : I received my new PC a few hours ago, wich is a very good news for the game, since I can at least do tests with client connecting from 'distant' (60cm) computer, and interacting with another client. As it was months since I could test that, and lots of changes had been brought to the code, I was quite worried about that, but the only correction of a single error was all I needed to make it work again. I had a great chat with my alter-ego ("hello" - "works" - "PM works too ?" - "yup") and a breath-taking race trough the luxuriant landscape (slide-moving on grass texture). However, the bad news about my new PC, is that obviously, I HAVE TO play super top quality graphics games to ... erm ... test the performances and stuff, you know ... test. So the developement will have to wait for approximatively rnd(4,148) hours ...
Also I've found a new job, so I wont have so much spare time now, but I dont worry about that, since this game project was born while on the same job (and the same place) and quite some code was done there as well, during spare time. :)