for last couple months i have been working on a game with the plan to make it a on-line game so far it has an inventory and quest system thats working and a skill system thats working almost perfect (can create items but error when trys remove from inventory)
quests dialog and skills panel open:
Zerano, it is not as simple as just re-using the code that you have already done. Since almost all of it is going to have to be moved to server side, and very little if any logic is going to be left to the client to calculate. If you are taking on a networked project, you really need to start the coding as such, especially if you are planning on a massive endeavor like a MMO.
I have not said that it is easy, and i have never done it, but i think that you can use most of the code, of course you have to modify it but the logic of the code is mostly the same i think.
I’m working on my first true networked multiplayer game myself (not an MMO, a lot less ambitious than that). My experience so far makes one thing clear: Think about networking as early as possible. I was quite surprised by the amount of changes necessary, and it took me several iterations to end up with a good solution. Now the complexity is good and the code is not too convulted, but a couple tries with much more complex code were necessary to get there.
Networking is not something you simply add on once the basic gameplay is done, especially not if you want an authoritative server model.