   Flash-Based MMOFPS
  I am currently in the planning stage of developing an mmorpg/fps that will be created in flash.Why flash? Well, originally, I was planning on going with Unity 3D, which appears ideal for browser-based mmo development, and is cheap at $1,500 (compared to bigworld's whopping $1 million price tag). However, after much research, I decided that developing in flash would be a lot easier, since I have years of experience in actionscript. Additionally, the limiting environment of flash would allow me to focus more on the core aspects of the game without getting lost in grandiose plans that are way over my head.The back-ending would be done in flex most likely, and the 3d aspect would be handled with away3d (google it ;)).The concept is as follows:Quote:The game would be set in a colourful futuristic setting (google image search: "ratchet screenshot" for an idea). The world would be divided up into planets instead of a bloated world map, which would allow for more focused dungeons, sprawling cities, and no mucking about with traveling to places.Additionally, the fps gameplay would give birth to an exciting twist on traditional pvp (deathmatch/ctf/etc), party quests (co-op dungeon campaigns), and linear side-story driven quests (think oblivion but with more shooty-shooty).There are already some games similar to this (huxley is one), but none that are all three of these things:1. Action-Based closed-quarters FPS perspective (ala unreal tournament)2. Heavy RPG elementsand most importantly 3. Heavily story-driven, with lots of lore, back-story, and the occasional cutscene.If anyone has experience in flash programming, 3d modelling, flex programming (especially this one), or whatever else you think might help, I would be most appreciative. For now, I'm going to be doing most myself, and would only require minimal assistance/advice/involvement until I can get a basic framework laid down.To those suspicious at the lack of background, I'm working on a site to lay out my plans for the game in full, which will be up in a few days (hopefully).I'd be happy to answer any questions. :)   
  Please, please reconsider... Go with Unity, or Java, or nothing at all.Trust me...Let me start off by saying I have a lot of respect to Rob and Fabrice at Away3D for their development talent and being able to squeeze so much performance out of flash, but Away3D is a horrible choice for a browser based MMO. In all your years of AS development have you discovered that the AVM leaks memory like a faucet? Do you have any idea how much memory it takes to do 3D, let alone networked 3D?? Its extremely tough... There is only one example of a good 3D mmo (and its not really an mmo) using Away3D and that is Zynga's Guild of Heroes (on facebook), and they had to refresh the page because there is no way around the garbage collection problems in the AVM (even with Flash 10). Not to mention the fact that you will have to program from scratch all your AI and collision detection. Path animation is tough as well if you don't know 3D Math well. I could go on, but you get the point.By the way, I've developed 2 browser based games using Away3D:Real Aquarium (apps.facebook.com/realaqaurium)Buck Hunter (apps.facebook.com/buckhunter)I've met limited success with these (mostly just from releasing a game!), but overall NOT happy with Flash 3D for reasons listed above. If you still want to go ahead with a browser based FPS in flash, good luck...but you have been WARNED.Cameron A. Elliswww.cameronanthony.com   ;  Someone's going to say this eventually, so I might as well: click;  Even though I find your enthusiasm about this project honorable I also want to advice you not to go with flash as the foundation of this project. I am (as cellis) an experienced flash developer in 3D and the author of http://papergem.wordpress.com/ which is dedicated towards creating 3D games in flash (this one focusing PV3D but still I do got experience in Away3D and know about it's strengths and limitations)I believe you will be able to focus nothing BUT the limited environment as you start to understand it's boundaries. Yes there is a nice showcase of a FPS-map for Away3D but that is far from full game. Especially when you must consider that all is softwarerendered which means there is nothing left for gamelogic, networking (a MMO ffs!), special effects (yes the smallest particlesystem will probably make your game stutter).If you do got the money for a Unity license, why on earth limit yourself to extreme limited polycount, distorted perspective ( as there are no "real" 3D in flash) and bad memory loss (or at least bad memory handling).Now, I too sound like a whiner, but I really would like to help you out, from experience, to rethink your strategy. Nothing else./Andreas Jirenius   