




If there's a demand for something, the market will respond. For proof, you need look no further than EQ2 Gold. Although EQ2 Gold has no existence in the real world and probably never will, for more than a year hordes of people have been buying it like it's going out of style.

A new Villain in the FFXI Gil computer game is causing real players to pass out and get sick during a very, very long battle.Well the saying goes if it is good enough for Cartman then it is good enough for Square-Enix.Why am I saying this well the developers of the famous online role-playing computer game FFXI Gil seemed to have borrowed the idea from Emmy-winning South Park episode "Make Love, No Warcraft" by updating the game with one of the longest, most physically demanding video game fights ever.

In 1987, Square was on the verge of a complete and utter breakdown, bankruptcy from a slew of failed games. It was with this that they decided to throw everything they had into one last ditch effort, aptly titled FFXI Gil.The game was a monstrous success, utilizing cutting edge technology to tell the first of many epic tales in the newly minted Japanese RPG format.

Some of these games will suffer from poorer animation and graphics than Supreme Destiny. But even that game has some drawbacks. Many users complain that it doesn't offer enough choice in races.

In Ultima Online you assume the role of a variety of characters that live in a fantasy medieval world. Unfortunately, the game is becoming graphically dated and has lost many of its players to other MMORPG games.

The fighters will not like the fact that it's too hard to gain levels, while the merchants will be very disappointed that the fighters make too much money from loots. If you decrease the monster drops, some people will threaten to quit the game. If you increase it, the same people will not like the fact that now even beginners can make money easily. Letting it as is, isn't good either.

But as the team leader you'll have to do much more than just programming. Keeping the team together, solving conflicts, doing public relations (PR), tech support, setting up servers, banning troublemakers, brainstorming, etc. will be your attributions. So you will be swamped with non-programming tasks as well. Then you will most likely need to go to work/school, which shortens the time you can dedicate to your project.

At least 3 Programmers: 1 for the server, and 2 for the client (or 1 for the client, one for the tools, such as plug-ins for the artists, a world editor, etc.). Having up to 6 programmers is good, more than 6 might be too much. It really depends on your leadership abilities. At the very least 1 artist, but preferably 2 or 3. If it's a 3D game you will need a 3D artist, a 2D artist (textures, interface, etc.), an animator, and an art department leader. Unless you are a good artist, the art department needs to be kept together and coordinated by an experienced artist.

A malicious user can send a really long data sequence. If not checked, this will overflow the buffer, resulting in a server crash, or, worse, the user being able to hack your server, executing arbitrary code. Every single message has to be checked: whether buffer overflow occurred, whether invalid data was sent (such as users sending "enter this door" even though the door is at the other end of the map, or "use the healing potion" although the user has no such potions, etc.). I will say it again: It is extremely important to validate all the data. Whenever there is a violation, log it along with the username, IP, time and date, and the nature of the violation.

In 2D, you usually have a frame buffer, which is a big array of pixels. The format of those pixels can differ, from video card to video card. Some have RGB modes, other have BGR modes, etc. The number of bits for each color can differ as well. This happens only for 16bpp video modes. 8-bit and 24-bit video modes are easier, but with their problems (8-bits gives you few colors (256), while 24-bit modes are slower).
