Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

MMORPG

Discussion in 'General Discussion' started by Spiritual Sith, Apr 5, 2016.

Thread Status:
Not open for further replies.
  1. Spiritual Sith

    Spiritual Sith

    Joined:
    Apr 5, 2016
    Posts:
    4
    Hello,

    I am trying to develop a MMORPG Diablo 3 style game. Are there any ways to import sample of games or packages that already have many of the settings, gameplay, and graphics of the style configured in them. I would like to import a sample of a MMORPG Diablo 3 style game. Pleae provide links or files on this thread. I am extremely passionate about the game idea I have been working on for three years and I am trying to make a visual demo to the investors I will present it to.
     
  2. Rombie

    Rombie

    Joined:
    Feb 18, 2015
    Posts:
    282
    Three years of work, and you can't find any sample projects yourself? I'm sure if you would actually look around you would find the resources or tutorials to make the game you are interested in.
    A mmo isn't as easy as copy and paste.

    I would start by looking in the asset store and then working from there.
     
  3. HiddenMonk

    HiddenMonk

    Joined:
    Dec 19, 2014
    Posts:
    987
  4. CarterG81

    CarterG81

    Joined:
    Jul 25, 2013
    Posts:
    1,773
    Post Deleted: Deleting this reasonable post to counter-balance the obsessive amount of idiotic Dream-Crushers in this thread. It's safe for any Dreamer to simply place these types on ignore. They are not even intelligent enough to comprehend very simple ideas, so forget them. Forget the naysayers. They are so irrational they argue with themselves. Just chase your dream!
     
    Last edited: Apr 25, 2016
  5. Spiritual Sith

    Spiritual Sith

    Joined:
    Apr 5, 2016
    Posts:
    4
    Yes HiddenMonk, you are correct. I been planning my work for three years, and now I am getting into development of a demo.
     
  6. elmar1028

    elmar1028

    Joined:
    Nov 21, 2013
    Posts:
    2,353
    How is it even possible coming up with a game idea for three years, without making a prototype test? How do you know the game is going to be fun if you haven't tried it yourself?
     
    Kiwasi likes this.
  7. Yash987654321

    Yash987654321

    Joined:
    Oct 22, 2014
    Posts:
    729
    I have a great idea. A game where we can do anything. Anyone please provide me a sample/premade game so I can show it to investors.

    BTW if its Diabolo's clone...... Why doy you show Diabolo to them? :p
     
    QFSW and Kiwasi like this.
  8. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    I guess you must have everything designed down to the smallest detail at this point.

    I agree with @elmar1028 about building a prototype and I suppose this is what you are saying: you have reached the point where you are ready to start building a playable prototype and put the design to the test.

    You'll likely have to take a slow road to get to the point where you have something to show for funding. It takes a lot of work to turn your design into a playable game and even more to turn it into a playable good game.

    Check out the Unity Asset store (link is somewhere up around the the top right of this page at least on computer browser... I don't see it atm on cell phone). You can likely find assets for the graphics, sounds and music. And you might be able to find some logic/system assets to help speed up dev as well. But I highly doubt you'll find a Diablo style game template. You may find a generic hack n slash 3rd person template that you can customize. Just have to search.
     
    Last edited: Apr 5, 2016
    Kiwasi and elmar1028 like this.
  9. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,327
    Very easily. You think about something a lot, and keep thinking about it for 3 years.

    I also saw few people design a big document that every detail of their system, even the tiniest one. Those kinds of documents, actually, usually are the hardest to work with.
     
    McMayhem likes this.
  10. Deleted User

    Deleted User

    Guest

    Yep, I forget what I put in them around an hour later.. Then get bored when I start reading it again. It's a great, no AMAZING idea to put a rough draft in text of how you want the story / systems etc. to come together, but micro managing to a massive extent and then deciding it doesn't work in practice.. Urr yeah..!

    P.S MMO THREAD **** YEAH!.. Let's pile onnnn.!
     
    theANMATOR2b likes this.
  11. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    Havnt seen one of these threads in a while...

    whats your core skillset? Hope it's programming, but I suspect its ideas.
     
    theANMATOR2b likes this.
  12. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    8,980
    The wording kind of suggests that maybe it is maybe they have a bunch of art built and looking for a way to present it in a visual demo? If that is the case just grab a game like UnitZ or something and swap your art in. It it doesn't have to be fully functional to show to an investor, just enough to show off your art in something that looks like game play.
     
    McMayhem, Ryiah and Kiwasi like this.
  13. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    Have you considered simply using an engine designed for MMOs? Elder Scrolls Online was prototyped in HeroEngine.

    http://www.heroengine.com/
     
  14. Spiritual Sith

    Spiritual Sith

    Joined:
    Apr 5, 2016
    Posts:
    4
    Thank you, I am hoping for tutorial on diablo 3 gameplay style as well to be made on this engine.
     
  15. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    Be prepared for disappointment. Tutorials are almost always aimed at beginners. You're not making a beginner game.
     
    Ostwind and Kiwasi like this.
  16. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,066
    I think this entire thread is pointless of course, but I'm going to bite and at least point out that Diablo 3 is not an MMORPG. So are you creating a Diablo 3 clone, or an MMORPG?

    Also, poo.
     
    Kiwasi, McMayhem and Ryiah like this.
  17. Farelle

    Farelle

    Joined:
    Feb 20, 2015
    Posts:
    504
    I would go and tackle single parts of your project, instead of thinking "mmo" think how to do multiplayer and find examples for that. Instead of thinking RPG, think about what rpg elements you want (sandbox or more themepark, story based or exploration etc.)
    then think about what you will probably need, like inventory, character creation etc.

    There will be nothing on the Internet explaining and going through the whole process of making an Mmorpg, but if you really want to start somewhere, start with small pieces and then build up on that :) and don't be afraid of mistakes and redoing things. It will happen, no matter how good you prepare, but the more you do, the more you will gain the knowledge you need to tackle those problems. So "just starting somewhere" is most important and like others mentioned, get a prototype done, something thats playable.
     
    CarterG81, GarBenjamin and Ryiah like this.
  18. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    such a typical mmorpg thread.

    glad it didnt disappoint.
     
  19. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    I feel like some create new accounts and come up with these sorts of thread questions to pose to the general discussions board every once in a while just for a laugh on a slow day. :D

    I mean that's what I'd do if I wasn't so busy passionately working on my game idea (in my head) for 3 years now :p
     
    theANMATOR2b and Braineeee like this.
  20. MV10

    MV10

    Joined:
    Nov 6, 2015
    Posts:
    1,889
    The best part of your response is in your sig: "You can't play an idea."
     
    SteveJ likes this.
  21. Rasly233

    Rasly233

    Joined:
    Feb 19, 2015
    Posts:
    264
    Diablo 3 is horrible Game.
     
    iamthwee, Braineeee, frosted and 2 others like this.
  22. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    Yeh I vowed never to buy a blizzard game ever again after D3.. Path of exile turned out to be 10x better and free.. what a joke blizz has become.
     
  23. ShilohGames

    ShilohGames

    Joined:
    Mar 24, 2014
    Posts:
    2,985
    If you have been working on it for three years, then you should already have a demo to show to investors. Based on what you have posted in this thread, it does not sound like you are currently ready for investors. Maybe you should start by creating a thread in the Work in Progress section of the forums and post the things that you do have done. Then you could reference that forum thread when asking for advice about what to do next.

    I am not aware of any template or framework for turn key building a MMORPG Diablo 3 game. You would need to write code and design artwork to create such a game. Have you created any other games previously? If you have not, then you should start with a much smaller idea as a practice game for you to learn the basics of building a game. Maybe you could build one scene of a single player version of a Diablo 3 clone as an initial step. If that step feels too big, then break that into smaller steps as well.

    Start very small, build a bunch of small games, and learn quickly. Then use that knowledge to build larger games. For example, try build a game where you move a box (or sphere) around on a plane and write code to make the camera follow the box around like the camera in Diablo 3. Then add some obstacles to your scene, like other boxes. Then add another object (probably a box) to use as an "enemy", and write some code to have that box try to follow your player's box around while avoiding the obstacles. Next, replace the boxes with characters. Animate the characters. Add weapons (like swords) to the characters. Write code to handle attacks, hits, and deaths. Start small and figure out each of these things.

    Generally speaking, "ideas guys" who try to build a MMO/RPG clone of some popular AAA game usually all have the same results. That is why so many other forum members are giving you a pessimistic response. If you really want to build your game, instead of just sitting around dreaming about doing it, then you need to start small and learn the basic concepts first. Good luck with your journey.
     
    Ryiah, Kiwasi and Ostwind like this.
  24. snair692

    snair692

    Joined:
    Feb 2, 2016
    Posts:
    36
    Diablo 3 is not even an MMORPG?
     
  25. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,337
    The kid is being destroyed and the thread will probably close very soon. Give him some nice & friendly advices before it happens! :)
     
    Ryiah and Farelle like this.
  26. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,763
    Don't leave milk out in the sun
     
    mathiasj and McMayhem like this.
  27. Spiritual Sith

    Spiritual Sith

    Joined:
    Apr 5, 2016
    Posts:
    4
    Alright after much research and help from certain individuals with positive feedback on my thread, I found the perfect engine to create my MMORPG mobile game for both Android and IOS. Peace out!
     
  28. Rombie

    Rombie

    Joined:
    Feb 18, 2015
    Posts:
    282
    Good luck on your project my friend. Glad you are able to find an engine to bring it to life.
     
  29. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,066
    I thought it was a lot of fun.
     
    GarBenjamin and Ryiah like this.
  30. Rasly233

    Rasly233

    Joined:
    Feb 19, 2015
    Posts:
    264
    Nothing wrong with having ambitions or being naive. Starting small or big dosn't matter that much because you still learn, just that if you start small you will have something to show other when they ask you what the buck you were doing 3 years long.

    Also Diablo 3 is not an AAA game, its generic grapics could be replicated using unity shop assets.

    Good for you.
     
    CarterG81 likes this.
  31. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    I don't think you understand what a AAA game is if that's your opinion...

    cant decide if your comment is ignorant or arrogant...
     
    Kiwasi, theANMATOR2b, Ryiah and 2 others like this.
  32. McMayhem

    McMayhem

    Joined:
    Aug 24, 2011
    Posts:
    443
    Starting small is important. It's not just about learning but about being able to actually complete a game. You might learn a few things by taking on a huge project that you never finish, but there's so much more you learn by taking small steps at the beginning. As you release your first small games you learn how to deal with asset stores and other distribution entities. You are able to more accurately plan out your workload because you've done this before.

    From my own experience, I wish I started out small. Starting my Unity journey with a Sci-Fi RPG was the dumbest decision I ever made. Of course now we're almost done and it's not just my project anymore, so backing out now would be pointless.

    There are plenty of other reasons not to jump into game development with a big project, but those are the ones I'm personally familiar with.
     
    frosted and zombiegorilla like this.
  33. Rasly233

    Rasly233

    Joined:
    Feb 19, 2015
    Posts:
    264
    I didn't mean whole game ofcoure, but a small demo. And as far as i know there is a japan band called AAA, but you probably mean a game with very big budget, maybe i am wrong on this but i just don't want to put it on same level as other AAA games. Maybe i am just mad at them because they created such unworthy successor for Diablo 2.
     
    frosted likes this.
  34. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    I would hardly call it unworthy... only thing it really lacked was dynamic map generation.

    I think you definitely just mad at them.
     
  35. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    8,980
    All very, very true. Large games have many hundreds of elements that must interact with one another in complex ways. Architecting a game of large scope is highly specialized skill in and of itself. It would be like trying to write a symphony at the same time you are learning to read sheet music. Creating a massive game when you have never made a button do something before only leads to fail and frustration. If you don't actually know what is involved in building a game, it is impossible to plan one. I don't typically advocate building tons of small games on the path to a big one, but you need to do at least one, and you need to learn discretely lots of aspects/skills/elements. It just doesn't happen that people jump in green to their first game that is a big one and actually complete it.

    It is also true that no game, when complete, matches the original plan. Years of planning with no experimenting, testing or prototyping (especially with no prior background making a game), is a complete waste time. It's like spending years planning to be an olympic track runner, but never actually running. That's why I gave the OP the benefit of the doubt in assuming they may have 3 years of game art and concept art. That I have seen happen. If not, they don't stand chance. No progress and no passion means no game, ever.

    Starting green, with a big plan and no actual knowledge/experience is a fools errand. It simply doesn't work that way, and never has. Look at those who have succeeded, the story is always the same, years of history starting small, time, effort and dedication. If one's goal is to achieve anything, look at those who have done the same to get an idea how they did it. Assuming there are "templates" for mmos and that people are going to help you prepare for an "investor" is guaranteed 100% to lead to fail at this point. (assuming there isn't 3 years of art produced). It demonstrates a fundamental lack of understanding in how games are developed. There are no examples of this ever working.
     
  36. frosted

    frosted

    Joined:
    Jan 17, 2014
    Posts:
    4,044
    I think this is the thing that many people tend to misunderstand - or at least, I certainly did until I really got my teeth deep in a mid sized project. The number of moving parts, and how those parts need to move together without stepping on eachothers toes requires ... a huge amount of work, care and attention to detail. Every kind of software requires this and has these problems, but games... man... it's on a whole different level from anything I've ever seen.

    I'm only working on a mid sized project, when I look at serious AAA work. I'm amazed that some of it is even possible.
     
    Martin_H, Ryiah and zombiegorilla like this.
  37. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    8,980
    Totally.

    I think the boon and bane of engines like Unity, is so much of the base work is done. The upside is obvious, you get to the meat much faster. The downside is that it gives a false view of progress. (especially if you lack experience).

    For example, If I didn't know how to code/develop, but know games and have an average level of experience with computers and started fresh with Unity one day.... In probably an hour with tutorials and included assets, I could have a first/third person character running around and shooting stuff. Arguably, that is the core experience/interaction in a game like GTA/COD. I think it would be natural to make the assumption that if I could get that far in an hour, I should be able to knock out GTA in month or so. Right? While absolutely not true, I think it is a very reasonable and understandable assumption. I get why people think that. Hell, even at the professional level, unrealistic assumptions of speed and ease are a constant. (that is why large games live and die by their producers, the arbiters of reality).

    But I believe it is where people go after that initial taste of progress that makes the difference. If they make the rational leap that if it really were that easy there wouldn't be so many S***ty games, and choose to incrementally increase in size, they have a chance. If they go straight to kickstarter they have already failed. Or put another way, if you do something kinda cool, and instantly your next move is to try to do something a little bit cooler, you are going to eventually win. However if you do something kinda cool, and immediately run around showing everyone in the world and trying to get people to pay/buy your little cool thing, you will always fail.
     
  38. frosted

    frosted

    Joined:
    Jan 17, 2014
    Posts:
    4,044
    I made this mistake in spades.

    I also made the mistake of never ending incremental scope creep. What originally started as "man, I wonder if this could grow beyond $.99 and be a solid $3 game on the app store" turned into "this will be a $25 game on steam". There are endless ways you can eff up and no silver bullets guaranteeing success.

    That said, even those mistakes can be invaluable learning experiences.
     
  39. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    8,980
    One of my first mentors (the guy was an amazing and prolific game developer), taught me the best way to avoid feature creep. When you think of an improvement or better way of doing something, write it down and use it on your next game. In addition to avoiding the side track of feature creep, it also keeps you thinking about your next projects. I can't honestly say I follow this advice as much as I would like, but it does help me a lot.
     
  40. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    How many times have you had to push off an idea intended for the next project to the one after that project? :p
     
    Martin_H and zombiegorilla like this.
  41. CarterG81

    CarterG81

    Joined:
    Jul 25, 2013
    Posts:
    1,773
    That's actually not that hard to do.

    In fact, the vast majority of games could easily be tested by simply playing the game they were cloned by. (That's the sad state of the industry currently, where most games are clones of other games with very little innovation.)

    For example, if you were to simply make "Minecraft, but with Zombies." you could easily play Minecraft, 7 days to die, or any of these clones that are exactly that, along with a bunch of zombie games, or even something like Fallout 4 & testing out certain features together.

    There's also Pen & Paper, Board Games, Card Games, etc. These are infinitely easier to prototype than PC software.

    Some ideas are also not so concrete that they cannot be flexible if it turned out a feature or two were in reality not at all fun or realistically attainable given your restrictions.

    Any idea I create has extensive amounts of effort put into them before I even begin any prototype. There's a lot of work that can go into game design, game engineering, etc. long before you even begin your first line of code. As long as you keep in mind flexibility or the work is not founded on something that if removed would ruin the entire design (this is extremely unlikely, as nearly anything can be changed and still result in a great game that holds the same design goals & values as intended).

    There are also an infinite number of channels to a single "Idea", especially a video game. In theory one could work on, ohhh say the Lore, for a decade before creating a game based off of it. The Lore would influence the art significantly more than any gameplay systems, so there isn't an issue there.

    Simplified: You could work for an infinity on an idea & that time is rarely wasted. Game Design, Theme, Lore, Art, interface systems, gameplay systems, all of these things are important to make a video game (and more). And very little of it has to actually be prototyped to know if it will be fun, especially when you can literally change any idea to make it fun.
     
  42. CarterG81

    CarterG81

    Joined:
    Jul 25, 2013
    Posts:
    1,773
    I realize I may have contradicted my original post with the above comment. If that is true, then my latest comment takes precedent over my original one. I believe the above infinitely more than I believe in "breaking backs".
     
  43. CarterG81

    CarterG81

    Joined:
    Jul 25, 2013
    Posts:
    1,773
    Hero Engine is one of the worst engines in the history of gaming. Please for the love of God, stay away!!!!! Unless you want a CPU-bound PoS engine with constant support tickets created complaining about horrible performance & low framerates.

    (ESO is yet-another CPU bound game, just like SWTOR, and just like every PoS Hero-Engine or Bethesda engine game. So unacceptable, especially for these multi-billion dollar companies...)
     
  44. CarterG81

    CarterG81

    Joined:
    Jul 25, 2013
    Posts:
    1,773
    Great advice, especially the "Nothing wrong with having ambitions or being naive."
    Best post in thread, IMO. Way better than anything I wrote, anyway.

    I've been learning to gamedev for the past 6 years, pretty hardcore. I have absolutely no game to show for it. Yes, I could throw together 3 games/prototypes/mockups very easily & impress people, but in all actuality there is nothing concrete to show anyone. Even my current project, which is the furthest I've ever gotten to a full/playable game, is still mostly just invisible features that took a lot of work but show very little in all actuality. (I was at the point of a completed core, ready to simply add gameplay based on a pre-existing feature set, but then I went to add networking to the project which basically caused me to start all over with a tremendous amount of time learning & adding multiplayer.)

    Needless to say, making games is a lot of work. Any games. I've found that even the smallest project (anything extending beyond a single-level Atari clone) is quite time consuming just to get the basics up & running. Increasing the scope adds some time & a lot of difficulty, but overall it still is just as time consuming as an unambitious project.

    So I strongly encourage everyone to chase their dreams, especially when the industry is full of nothing but regurgitated clones. (Although I would strongly advise the OP to reconsider making a Diablo 3 MMORPG clone, as that is the EPITOME of the problem in our industry... developers saying "Let's just make [some game] BUT WITH [additional feature]!" Do something original for God's sake.)
     
  45. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    8,980
    Way more often than I'd like. ;)

    But on other end, I've had a few cases where I shelved an idea for later, and came up with an improvement or two to it before the I got around to the initial implementation. One time it happened, one of my engineers called it "background iteration", the term stuck. So, when we catch something that smells like feature creep we'll back log it as background iteration and if we are lucky, it will get more thought out or improved before any actual work is done against it. Sometimes it just goes away due to lack of real need. ;). Doesn't always work, and feature creep still happens, but it is nice when it does.
     
  46. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    My suggestion of Hero Engine is always with the intention it's used for prototyping and/or a visual demo. After all you wouldn't want to start building an engine without knowing if the game will be worth developing and you can acquire the necessary funding to see the project through to completion.
     
    Last edited: Apr 7, 2016
    Rombie and Ostwind like this.
  47. ShilohGames

    ShilohGames

    Joined:
    Mar 24, 2014
    Posts:
    2,985
    There are some assets in the Unity Asset Store that could be used to build a prototype of a Diablo 3 clone. But keep in mind Diablo 3 came out in 2012. That was four years ago. When Diablo 3 originally shipped, it was definitely considered a AAA game.

    Additionally, the issue is not whether or not somebody could build a short vertical slice prototype of a Diablo 3 clone today. There are probably enough assets available to potentially do that. But there are not enough assets readily available to clone all of the content in the game. A big part of what makes something AAA is the sheer quantity of polished assets that go into the game.
     
  48. eatsleepindie

    eatsleepindie

    Joined:
    Aug 3, 2012
    Posts:
    355
    I think some of the responses here are shameful. First off, I planned out a game for years before ever programming a single line of a prototype or proof-of-concept: there is no shame in delaying getting started until you are ready to do the work. Secondly, the OP came here for help and suggestions, not criticism, and as part of the Unity community I think we all owe them a bit more respect. We were all one point overly ambitious; we all ended up programming games because we had one in our head and wanted to build it one day: how long it took us to get from point A to point B is nothing that should be judged.

    Is single-handedly building an MMO a lot of work? Of course it is. But I can say from experience that it is also a great learning experience. Yes, things will be much more difficult, will take a lot more time, and it would be easier to start off with a cookie-cutter single player game and drop it on Steam Greenlight, but we all have different aspirations.

    To each their own, I say, and the OP starting a massive project that everyone seems to think they will fail at does not justify belittling their ambitions. If you have nothing constructive to add to the conversation, it's a pretty simply process to simply move on to the next thread instead of complaining about "yet another MMORPG thread."
     
    CarterG81, Farelle and Teila like this.
  49. Farelle

    Farelle

    Joined:
    Feb 20, 2015
    Posts:
    504
    also, no one should forget that even though it might be true, that it is considered the better path to start small and with different kind of projects, to ease the learning curve BUT if one wants to make an mmo and never makes an mmo, but other games instead, then they will learn how to make other games, but NOT how to make an mmo.
    When Blizzard started world of warcraft, they knew that they knew nothing about how to make something like that, they had no resources to ask other people for how it's being done or IF they should do it.
    and their first wow version, didn't look anything like the todays wow.

    When people are coming here to tell about their awesome game ideas/dreams/ambitions I really wonder what is the benefit of "bringing it down to reality" when in reality, it's those dreams and ambitions that keep us going when we have hard times.
     
    eatsleepindie, Teila and CarterG81 like this.
  50. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,905
    The people at blizzard have programmed games before. They didn't band together out of dust and bring us warcraft
     
    Last edited: Apr 20, 2016
    Rombie, Ryiah and frosted like this.
Thread Status:
Not open for further replies.