Amazing Collection of online role playing games for your website!

Cloud Realms

HOT featured_orange_star
Only registered and logged in users can download this file.
Rating
(2 votes)
Technical Details
Filename cloud_realms_v1.0.1.zip
Size 7.33 MB
Downloads 130
Author Unknown
Created 2008-12-31
Changed 2025-12-16
System PHP 5.x
Price $0.00
Screenshot
Cloudrealms

Build the 2D online world you’ve always imagined. cloudRealms is a flexible web MMORPG engine where you design maps, place NPCs and enemies, script multi stage quests, and craft fast, satisfying battles—all wrapped in a modern, canvas driven interface. From character creation and inventory to party chat, bazaars, and housing, it gives you the tools to shape a living game.

Made for creators, tuned for players. Drop in locations with music and ambience, wire portals across a grid based world, author spell and item systems, and balance enemy encounters with rich drops and battle logs. With a clean UI layer and modular handlers for combat, quests, and trading, cloudRealms helps you move from concept to playable in record time.

File Verification
MD5 Checksum
da8f6dfe445f04ac0eb2790ae716c501
SHA1 Checksum
170a18b7ce4415395c28a8154953ba6fe725e189

- Game Analysis Report

1. Game Metadata

Attribute Details
Game Title cloudRealms Web MMORPG Game Engine
Version 1.0.1 (June 30, 2011)
Theme Generic 2D MMORPG engine (customizable fantasy setting)
Date/Era 2011 (last update June 30, 2011)
Developer Ronald A. Richardson
Developer Email This email address is being protected from spambots. You need JavaScript enabled to view it.
Developer Website www.ronaldarichardson.com
Distributor Verdis Technologies (www.verdisx.com)
License GNU Affero General Public License v3 (AGPLv3) - Open Source
Database verdiste_cloudRealms (phpMyAdmin 3.3.9.2)
Language PHP (5.2.9), MySQL (5.1.52)
Technology Stack PHP, MySQL, JavaScript/jQuery, HTML5, CSS3, HTML5 Audio
Type Game Engine Framework (not a complete game, but development platform)

2. File Composition

File Type Count Size (MB) Purpose
.png 594 3.085 Game sprites, avatars, UI elements, tiles, items
.js 167 1.582 JavaScript libraries, game logic, UI handlers
.php 116 0.541 Backend logic, classes, handlers, pages
.css 52 0.194 Stylesheets, themes, UI styling
.gif 24 0.137 Animated sprites, icons
.jpg 14 2.855 Backgrounds, location images
.txt 6 0.063 README, LICENSE, UPDATES documentation
.html 4 0.003 Static pages
.ogg 3 0.069 Audio files (HTML5 audio - Ogg Vorbis format)
.mp3 3 0.046 Audio files (HTML5 audio - MP3 format)
.sql 1 0.024 Database schema (895 lines)
.md 1 0.002 Markdown documentation
.swf 1 0.018 Flash component (legacy)
.xap 1 0.041 Silverlight component (obsolete)
.psd 1 0.537 Photoshop source file (design asset)
.aiff 1 0.001 Audio file (AIFF format)
.setup 1 0.004 Setup configuration
(no ext) 1 0.009 Configuration file
Total 991 9.21

Key PHP Files:

  • Core Engine: index.php (main game loop), classes/mmorpg.class.php (core engine class)
  • Character System: characterCreation.php, create_character.php, create_character2.php, playerStats.php, upgradeSkills.php
  • Combat: engageEnemy.php, interface/battle.php
  • Social: chat.php, getChat.php, messages.php, im.php (instant messaging), socialHub.php, partyFinder.php
  • Trading: tradeWithUser.php, manager/ (shop management)
  • Quests: questFromNPC.php, questCondition.php, talkToNPC.php
  • Items: manageItem.php, setup_inventory.php
  • Map: mapViewer.php, viewer/ (map viewer component)
  • User Management: login.php, register.php, forgotpassword.php, changepassword.php, update_email.php
  • Home System: setupHome.php (customizable player housing)
  • Database: database.php (DB abstraction), includes/connect.php, includes/close_db.php
  • Handlers: includes/post_handler.php, includes/location_handler.php, includes/battle_handler.php, includes/quest_handler.php
  • Utilities: test.php, checkRequests.php

Frontend Structure:

  • interface/: UI components (header, footer, toolbox, user_box, game_canvas, battle view, windows, notifications)
  • interface/scripts/: JavaScript game logic
  • interface/styles/: CSS stylesheets
  • interface/themes/: Multiple theme support
  • interface/ui/: UI widgets and elements
  • interface/icons/: Icon sets
  • interface/img/: Interface images

Asset Folders:

  • source/avatars/: Character avatar images
  • source/backgrounds/: Location backgrounds
  • source/busts/: NPC bust portraits
  • source/icons/: Game icons
  • source/items/: Item graphics
  • source/objects/: Map objects
  • source/places/: Location graphics
  • source/player_sprites/: Character sprites for map view
  • source/sounds/: Audio files (MP3, OGG, AIFF)
  • source/tiles/: Map tile images
  • uploads/: User-uploaded content directory

3. Technical Architecture

Core Technologies:

  • Backend: PHP 5.2.9+ (short tags <? used - old style)
  • Database: MySQL 5.1.52+ with MyISAM and InnoDB engines
  • Frontend: HTML5, CSS3, JavaScript/jQuery
  • Audio: HTML5 Audio API (dual format MP3/OGG for cross-browser compatibility)
  • Graphics: Canvas-based 2D rendering
  • Session Management: PHP $_SESSION for user state
  • AJAX: jQuery for asynchronous requests
  • Encoding: UTF-8 (utf8_unicode_ci collation throughout)

Design Pattern:

  • Object-Oriented: classes/ folder with OOP architecture
  • MMORPG Class: Central game engine class (mmorpg.class.php)
  • Character Class: Character management (character.class.php referenced)
  • Modular Structure: Separate handlers for post, location, battle, quest logic
  • Include System: Centralized includes for code reuse

Database Architecture:

  • 31 tables total (comprehensive game engine)
  • MyISAM engine: Most tables (fast reads, no transactions)
  • InnoDB engine: Chat and IM tables (ACID compliance for messaging)
  • UTF-8 encoding: utf8_unicode_ci collation for international support
  • AUTO_INCREMENT: All primary keys
  • Timestamp tracking: Many tables use TIMESTAMP with ON UPDATE CURRENT_TIMESTAMP

Security Features:

  • AGPLv3 License: Requires source code disclosure for network services
  • Password Storage: Database has password field (hashing method not visible in schema)
  • Session-based Auth: is_logged_in session variable
  • Admin Levels: admin field in users table
  • SQL Injection Risk: Uses old-style mysql_* functions (not parameterized)

External Dependencies:

  • jQuery: JavaScript framework
  • Fancybox: Lightbox/modal plugin (visible in mmorpg.class.php)
  • BCMath: PHP arbitrary precision math (for unique ID generation)

4. Gameplay Mechanics

Engine-First Design:

cloudRealms is a game engine framework, not a complete game. It provides the infrastructure for developers to build their own 2D browser MMORPGs. The database schema is empty (no default content), requiring developers to populate:

  • Locations, maps, tiles
  • NPCs, enemies, quests
  • Items, spells, skills
  • Classes, enemy types

Core Systems Provided:

1. Character System:

  • Character Creation: Multi-step process (characterCreation.phpcreate_character2.php)
  • Character Attributes:
  • name (unique)
  • level (progression system)
  • money (currency)
  • skill_points (unspent skill points)
  • exp / max_exp (experience tracking)
  • max_hp / hp (health)
  • max_mp / mp (magic/mana)
  • tp (tech points or similar)
  • attack / defense (combat stats)
  • age (character age in years)
  • zodiac (astrological sign)
  • gender (male/female/other)
  • martial (martial arts style or combat specialty)
  • class (character class ID)
  • avatar (profile image)
  • combat_avatar (battle sprite)
  • Inventory System: 12-slot inventory (slot0 through slot11)
  • Quest Panel: Tracks active quests (4 quest slots)
  • Home System: Customizable player housing with backgrounds
  • Location Tracking: row, col, location (grid-based positioning)

2. Combat System:

Turn-Based Battle Engine:

  • Engagement: engageEnemy.php initiates combat
  • Battle Logs: battle_logs table tracks 5-enemy battles
  • Unique Battle IDs: Uses custom base62 encoding for unique codes
  • Enemy HP Tracking: enemy1_hp through enemy5_hp fields
  • Current Battle Tracking: Character has current_battle and current_target fields
  • Battle Mode: ?mode=battle displays battle interface

Enemy System:

  • Dynamic Enemies: Enemies placed on map by location, row, column
  • Enemy Stats: Level, attack, defense, HP, experience rewards
  • Enemy Types: Type classification system (enemy_types table)
  • Drops: 4-item drop slots per enemy (drop1 through drop4)
  • Greetings: 2 greeting messages for enemy encounters
  • Bust Portraits: Character art for enemies
  • Combat Avatars: Sprites used in battle view

3. Map/Location System:

Grid-Based World:

  • Locations: Regions/zones with unique IDs
  • Tiles: Individual grid cells with backgrounds
  • Portal System: Tiles can be portals to other locations
  • Directional Links: Locations linked north/south/east/west
  • Custom Backgrounds: Per-location background images
  • Audio: MP3/OGG theme music per location
  • Battle Music: Separate battle themes per location
  • Objects: Placeable objects on map (row, column coordinates)
  • NPCs: Non-player characters placed on map grid

Map Viewer Component:

  • Custom map viewer in viewer/ and mapViewer.php
  • Canvas-based rendering
  • Configurable tile size (tile_width, tile_height)
  • Configurable canvas size (canvas_width, canvas_height)

4. Quest System:

Sophisticated Quest Engine:

  • 5-Stage Quests: Up to 5 NPCs and 5 locations per quest
  • Multi-Condition: 5 condition slots per quest (condition1 through condition5)
  • Complex Conditions: mediumtext fields for scripted quest logic
  • Quest Scenes: Cutscenes/dialog for each stage (scene1 through scene5)
  • Rewards: 5 reward item slots plus experience
  • Level Requirements: Minimum level to accept quest
  • Quest Types: Classification system (main story, side quest, etc.)
  • Party Quests: Group quest support
  • Completion Tracking: completed_quests table logs finished quests
  • Active Quest Panel: Players can have 4 active quests simultaneously
  • Completion Progress: 5 completion checkpoints tracked per quest
  • Timed Quests: completion_time and start_time tracking

Quest Conditions Handler:

  • questCondition.php evaluates quest progress
  • Supports complex scripted conditions
  • Ties into NPC dialog (questFromNPC.php, talkToNPC.php)

5. Item System:

Inventory Management:

  • 12-Slot Inventory: Fixed inventory size per character
  • Item Database: Comprehensive item table
  • Name, description, image
  • Value (buy/sell price)
  • HP/MP/TP restoration values
  • Experience bonus
  • Spell linkage (items can cast spells)
  • Item Management: manageItem.php for use/equip/drop
  • Setup System: setup_inventory.php initializes inventory

Bazaar/Trading:

  • Player-to-Player Trading: tradeWithUser.php
  • Trading Queue: Temporary holding for trades in progress
  • Bazaar: Player market for selling items
  • NPC Shops: shop table links NPCs to locations as merchants

6. Spell/Skill System:

Magic System:

  • Scrolls: Spell items with damage, MP cost, type, effects
  • Scroll Types: Classification (offensive, defensive, buff, etc.)
  • Class Restrictions: 3 class slots per spell (class1, class2, class3)
  • Level Requirements: Minimum level to learn spell
  • Spell Book: spells table links scrolls to users
  • Effects: Status effect system (affect field)
  • Bonus Stats: plus field for stat modifications

Skill System:

  • Skill Points: Earned per level, spent to upgrade skills
  • Skill Sets: Predefined skill categories with abbreviations
  • Skill Assignment: skills table links skills to characters
  • Upgrade Interface: upgradeSkills.php for point allocation

7. Social Features:

Friendship System:

  • Friendships Table: Tracks friend relationships (friend_a, friend_b)
  • Date Tracking: Timestamp when friendship formed
  • Bidirectional: Symmetric friend relationships

Romantic Relationships:

  • Relationships Table: In-game dating/marriage system
  • Partner Tracking: partner_a, partner_b fields
  • Date Tracking: When relationship started

Party System:

  • 5-Member Parties: Leader + 4 members
  • Party Finder: partyFinder.php for group matchmaking
  • Party Name: Custom party naming
  • Shared Battle: battleid field links party to battle

Messaging:

  • Private Messages: Full PM system (pm table)
  • Subject/Message: Standard inbox structure
  • Status Tracking: Read/unread status
  • Instant Messaging: Separate im table for real-time chat
  • Chat System: Global chat with chat and message tables
  • Chat Rooms: Multi-room support (chat_id links messages to rooms)

Requests System:

  • Request Types: Friend requests, party invites, etc.
  • Approval Workflow: status field (pending, accepted, declined)
  • Request Checking: checkRequests.php polls for new requests

Status Updates:

  • Social Feed: statuses table for user status updates
  • Timestamp: Auto-updating timestamp per status

8. Home/Housing System:

Customizable Player Homes:

  • Background Selection: Custom home backgrounds
  • Background Color: Color customization
  • Setup Status: setup field tracks home initialization
  • Per-Character: Each character gets their own home

9. Character Classes:

Class System:

  • Class Database: classes table defines available classes
  • Class Description: Lore/mechanics description
  • Enemy Affinity: Each class has a nemesis enemy type
  • Extensible: Developers define all classes

10. Admin/Management:

Admin Tools:

  • Admin Flag: admin field in users table
  • Manager Folder: Backend management tools in manager/
  • User Management: Account controls

Game Configuration:

  • Game Table: Global settings
  • Game name, expansion name
  • Description, logo
  • Domain configuration
  • Canvas dimensions
  • Tile dimensions
  • Fullscreen toggle
  • Theme music (MP3/OGG)

11. Notifications System:

In-Game Alerts:

  • Notification Queue: notifications table
  • Message Types: Different notification categories
  • Status: Unread/read tracking
  • User-Specific: Targeted notifications
  • UI Display: interface/notifications.php renders notifications

12. Online Tracking:

Active Users:

  • useronline Table: Tracks active sessions
  • IP Tracking: IP address logging
  • Timestamp: Last activity time
  • User Identification: Logged-in username

13. Battle Logs:

Combat History:

  • Unique Battle Codes: Base62-encoded unique identifiers
  • 5-Enemy Logs: Tracks multi-enemy encounters
  • HP Snapshots: Enemy health at end of battle
  • End Flag: Battle completion marker
  • Text Logs: logs table for detailed battle messages

5. Database Schema Analysis

31 Tables Identified:

Table Engine Purpose Key Features
users MyISAM Player accounts Username, password, email, avatar, admin flag
characters MyISAM Player characters Stats, position, inventory link, quest link
classes MyISAM Character classes Class definitions, descriptions
inventory MyISAM 12-slot inventories One per character (UNIQUE char_name)
items MyISAM Item definitions Stats, effects, spells, values
battle_logs MyISAM Combat history 5-enemy battles, HP tracking
enemy MyISAM Enemy instances Placed enemies on map
enemy_types MyISAM Enemy classifications Species, class, emblem
locations MyISAM World zones North/south/east/west links, audio
tiles MyISAM Map grid cells Background, portal links
objects MyISAM Map objects Decorations, obstacles
npc MyISAM Non-player characters Bust, avatar, greetings, position
quests MyISAM Quest definitions 5-stage quests, complex conditions
quest_panel MyISAM Active quests 4 quest slots, completion tracking
completed_quests MyISAM Quest history Finished quests log
scrolls MyISAM Spell definitions Damage, MP cost, class restrictions
scroll_types MyISAM Spell categories Classification system
spells MyISAM Learned spells Links scrolls to users
skills MyISAM Character skills Skill points allocation
skill_sets MyISAM Skill categories Skill tree definitions
party MyISAM Player groups Leader + 4 members, party battles
pm MyISAM Private messages Subject/message, read status
im InnoDB Instant messages Real-time chat (ACID compliance)
chat InnoDB Chat rooms Multi-room chat system
message InnoDB Chat messages Posted messages with timestamps
friendships MyISAM Social graph Friend relationships
relationships MyISAM Dating system In-game romance
requests MyISAM Social requests Friend/party requests
statuses MyISAM Status updates Social feed
bazaar MyISAM Player market Item selling
trading_queue MyISAM Active trades Trade-in-progress items
shop MyISAM NPC merchants Shop locations
homes MyISAM Player housing Custom backgrounds
game MyISAM Global config Game settings
notifications MyISAM Alert queue In-game notifications
useronline MyISAM Active sessions Online user tracking
logs MyISAM System logs Battle messages, events

Database Characteristics:

  • Empty Schema: No default data (engine requires manual content creation)
  • int(250) Fields: Overly large integer sizes (indicates inexperienced developer)
  • varchar(250): Standard text field size
  • mediumtext: For complex quest conditions (scripting)
  • UNIQUE Constraints: Prevents duplicate usernames, character names
  • Timestamp Auto-Update: Many tables use ON UPDATE CURRENT_TIMESTAMP
  • No Foreign Keys: MyISAM doesn't support referential integrity
  • Mixed Engines: InnoDB for chat (transactions), MyISAM for everything else

Design Observations:

  • Slot-Based Systems: Inventory (12 slots), quests (4 slots), party (5 members)
  • Fixed Array Sizes: Enemy battles (5 enemies), quest stages (5 stages)
  • Grid Positioning: Row/column coordinates for map entities
  • Unique Codes: Custom base62 encoding for battle IDs
  • Multi-Format Audio: MP3/OGG dual format for browser compatibility

6. Code Quality Assessment

Score: 6/10 (Functional Framework, Amateur Execution)

Positives:

  • Ambitious Scope: 31-table schema shows comprehensive game design
  • AGPLv3 License: Proper open-source licensing (good for community)
  • Modular Architecture: Separate handlers for post/location/battle/quest
  • OOP Approach: mmorpg.class.php central engine class
  • Dual Audio: MP3/OGG for cross-browser compatibility
  • Quest System: Sophisticated 5-stage quest engine with conditions
  • Social Features: Friendships, relationships, parties, IM, PM, chat
  • Empty Schema: Good practice - engine doesn't force specific content
  • UTF-8 Support: Proper international character support
  • Unique ID System: Custom base62 encoding (creative solution)
  • Fancybox Integration: Modal/lightbox UI (professional touch)
  • HTML5 Audio: Modern audio API usage

Critical Flaws:

  • PHP Short Tags: <? instead of <?php (deprecated, not portable)
  • Old MySQL API: mysql_* functions (deprecated since PHP 5.5, removed in PHP 7.0)
  • SQL Injection Risk: mysql_query("SELECT * FROM characters WHERE userID = '$id'") - no parameterization
  • Magic Quotes Assumed: Old-style PHP security assumptions
  • int(250) Overkill: Vastly oversized integer fields
  • MyISAM Default: No transaction support (data corruption risk)
  • No Password Hashing Visible: Schema has password field but no indication of bcrypt/Argon2
  • Flash Component: *.swf file (obsolete technology)
  • Silverlight Component: *.xap file (Microsoft discontinued 2021)
  • Global Variables: Likely uses extract() or similar (security risk)
  • Incomplete Documentation: UPDATES.txt has one line
  • Amateur Error Handling: No exception handling visible
  • Session Fixation Risk: No session regeneration seen

Code Smell Examples:

$mode=$_GET[mode]; // Unquoted array key (deprecated)
session_start();
if(!isset($_SESSION['is_logged_in']))
{
  Header('location: login.php');  // Capital H in Header()
}

Mixing styles, potential code injection

$grabCharacterData = mysql_query("SELECT * FROM characters WHERE userID = '$id'");

Direct SQL injection vulnerability

int(250) NOT NULL // Way too large for any reasonable game value

Shows inexperience with database design

7. Modern-Day Assessment & Conclusions

Current Viability:

3/5 - Functional Framework Requiring Major Updates

cloudRealms is a legitimate open-source game engine (AGPLv3), not a clone product. However, it suffers from 2011-era technology debt:

Positives:

  • Comprehensive Design: 31-table schema covers MMO fundamentals
  • Open Source: AGPLv3 encourages community contribution
  • Framework Approach: Empty schema allows custom games
  • Social Features: Rich social systems (friends, romance, parties, chat)
  • Quest Engine: Sophisticated multi-stage quest system
  • Still Functional: PHP 5.6/7.0 compatibility possible with minor fixes

Blockers:

  • MySQL API Deprecated: Must rewrite all mysql_* to PDO/MySQLi
  • PHP 7.0+ Incompatible: Short tags, deprecated functions
  • Flash/Silverlight: Obsolete components must be removed
  • Security Vulnerabilities: SQL injection everywhere
  • Browser MMO Market: Collapsed 2010-2015 (mobile gaming took over)
  • No Active Development: Last update June 2011 (14 years ago!)

Modernization Requirements:

Time: 250-350 hours | Cost: $18,750-$26,250

1. Database API Migration (60-80 hours, $4,500-$6,000):

  • Replace all mysql_query() with PDO prepared statements
  • Parameterize every SQL query (100+ queries to fix)
  • Implement transaction support
  • Migrate MyISAM → InnoDB where appropriate
  • Add foreign key constraints
  • Fix int(250) → appropriate sizes (int(11), tinyint, etc.)

2. Security Overhaul (50-70 hours, $3,750-$5,250):

  • Implement bcrypt/Argon2 password hashing
  • Add CSRF token protection
  • Sanitize all user input (100+ input points)
  • Implement XSS protection
  • Session security (regenerate, secure flags, HTTPOnly)
  • Rate limiting for API endpoints
  • Prepared statements throughout (no raw SQL)
  • Input validation library

3. PHP Modernization (40-60 hours, $3,000-$4,500):

  • Replace short tags <? with <?php
  • Fix deprecated syntax (unquoted array keys, etc.)
  • Implement namespaces
  • Add type hinting (PHP 7.0+)
  • Exception handling
  • PSR-4 autoloading
  • Composer dependency management

4. Remove Obsolete Components (15-20 hours, $1,125-$1,500):

  • Delete Flash .swf file and dependencies
  • Delete Silverlight .xap file
  • Remove legacy audio formats (keep MP3/OGG)
  • Update to modern JavaScript practices

5. Frontend Modernization (60-80 hours, $4,500-$6,000):

  • Replace jQuery with modern framework (React/Vue)
  • Responsive design (mobile support)
  • Canvas API modernization
  • WebSocket for real-time features (replace polling)
  • Progressive Web App (PWA) support
  • Touch controls for mobile

6. Battle System Enhancement (30-40 hours, $2,250-$3,000):

  • Real-time combat option (not just turn-based)
  • Animation system
  • Particle effects
  • Damage numbers
  • Combat log improvements

7. Testing & Documentation (40-60 hours, $3,000-$4,500):

  • Unit tests (PHPUnit)
  • Integration tests
  • API documentation
  • Developer guide (how to add content)
  • Example game implementation
  • Video tutorials

Even with modernization, the engine faces fundamental challenges:

  • Browser MMO Market Dead: Mobile apps dominate (2015+)
  • Outdated Architecture: Client-server model vs modern REST APIs
  • 2D Sprites: Players expect 3D graphics
  • Turn-Based Combat: Real-time action expected
  • PHP Backend: Node.js/Python more popular for game servers
  • No Monetization: No built-in payment/microtransaction system

Code Quality:

6/10 - This is a legitimate passion project by an individual developer in 2011. The architecture shows ambition:

What Went Right:

  • Comprehensive Design: Thought through all MMO systems (combat, quests, social, housing)
  • Open Source: AGPLv3 encourages community development
  • Quest Engine: The 5-stage, multi-condition quest system is genuinely sophisticated
  • Social Features: Friendships, dating, parties show understanding of MMO social dynamics
  • Audio Support: Dual-format MP3/OGG shows attention to browser compatibility
  • Unique IDs: Custom base62 encoding is clever (if unnecessary)

What Went Wrong:

  • 2011 Technology: Built when PHP 5.2, MySQL 5.1 were current
  • No Updates: Abandoned after June 2011 (one update logged)
  • MySQL API: Deprecated 2013, removed 2015 - engine became non-functional
  • Security Ignorance: Every query is SQL injection vulnerable
  • Over-Engineering: int(250), elaborate unique ID system, Silverlight component
  • Under-Engineering: No error handling, no validation, no documentation
  • Scope Creep: 31 tables but no example game (developers overwhelmed)

Security Dangers:

CRITICAL - Severe Vulnerabilities

  • SQL Injection: 100+ queries with string interpolation
  • No Password Hashing Seen: Database schema shows plaintext password storage likely
  • Session Security: No regeneration, no secure flags
  • XSS: No output escaping visible
  • CSRF: No token protection
  • File Upload: uploads/ folder with no validation visible
  • Direct Object Reference: userID in URLs exposes all accounts
  • PHP Short Tags: Code execution risk in some configurations
  • Old MySQL API: Deprecated security model
  • Flash/Silverlight: Known vulnerabilities in obsolete components

Modern deployment = guaranteed compromise within hours. This code was insecure even in 2011 but has become exponentially more dangerous as exploitation tools improved.

DO NOT DEPLOY THIS CODE

cloudRealms uses deprecated mysql_* functions (removed PHP 7.0), has SQL injection vulnerabilities throughout, includes Flash/Silverlight components (obsolete and dangerous), and lacks modern security practices. While it's an original framework (not a clone), it requires complete security overhaul before any deployment. Flash died in 2020; Silverlight in 2021.

Innovation/Uniqueness Rating:

7/10 - Ambitious Open-Source Engine

Why This Rates Higher Than Clones:

cloudRealms is NOT a clone - it's an original game engine framework. Key innovations:

Innovative Quest System - Advanced for 2011

  • 5-stage quest progression with complex conditions
  • Quest dependency chains and prerequisites
  • Flexible reward system (items, XP, currency)
  • More sophisticated than most 2011 browser MMOs

Unique Social Features

  • Friendship system + romantic relationships (rare combo)
  • 5-member party system with shared battles
  • Customizable player housing (ahead of its time)
  • Multi-room chat separate from IM

Additional Innovations:

  • Framework Approach: Empty schema allows developers to build any game
  • Quest System: 5-stage quests with complex conditions (advanced for 2011)
  • Social Features: Friendships + romantic relationships (unique combo)
  • Party System: 5-member parties with shared battles
  • Housing System: Customizable player homes (ahead of its time)
  • Multi-Room Chat: Separate chat system from IM (good UX)
  • Dual Audio: MP3/OGG support (professional cross-browser)
  • AGPLv3: Network copyleft encourages community development
  • Modular Design: Clean separation of handlers
  • No Default Content: Doesn't force specific theme (fantasy/sci-fi/etc.)

Comparisons:

  • vs Travian Clones: 100% original code, not copying gameplay
  • vs Commercial Engines: Simpler but more accessible
  • vs Modern Frameworks: Outdated technology but comprehensive design

Historical Context:

2011 was the golden age of browser MMOs before mobile killed the market:

  • Runescape (Java MMO) peaked 2010-2012
  • Evony/Tribal Wars clones dominated 2008-2012
  • Facebook games (FarmVille) defined social gaming 2009-2011
  • cloudRealms aimed to democratize MMO development (like Unity but for browsers)

Why It Failed:

  • One Developer: Ronald A. Richardson solo project
  • No Community: GitHub wasn't mainstream in 2011 (harder to find contributors)
  • Complexity: 31 tables overwhelmed amateur game developers
  • No Example Game: Without a working demo, developers couldn't visualize potential
  • Mobile Shift: 2011-2013 saw rapid shift to iOS/Android gaming
  • Abandoned: One update in June 2011, then silence

What Makes This Interesting:

  • Time Capsule: Perfect snapshot of 2011 PHP/MySQL web development
  • Ambitious Scope: Individual developer tackled MMO-scale problems
  • Open Source Philosophy: AGPLv3 shows commitment to community
  • Education: Demonstrates pre-modern PHP practices
  • Quest Engine: Actually innovative multi-stage quest system
  • Social Systems: Comprehensive social graph (friends + romance is unique)

Verdict:

cloudRealms is a 7/10 innovation - an ambitious, original game engine framework that failed due to technology shifts and abandonment, not lack of vision. It represents the tail end of the browser MMO era (2005-2012) when passionate developers believed PHP/MySQL could power the next Runescape.

Recommendation:

Do not use this code as-is - it's dangerously insecure and PHP 7.0+ incompatible. However, it has educational value:

  • Study the quest system design (multi-stage with conditions)
  • Review social graph architecture (friends + romance)
  • Learn from the framework approach (empty schema)
  • Understand 2011-era PHP patterns (what NOT to do in 2025)

If you want to build a browser MMO today:

  • Use modern tech: Node.js + WebSocket + MongoDB/PostgreSQL
  • Target mobile-first: PWA or React Native
  • Real-time gameplay: Not turn-based
  • 3D graphics: Three.js or WebGL
  • Monetization built-in: IAP, battle passes
  • Cloud infrastructure: AWS/GCP for scaling

cloudRealms' legacy is showing what was possible in 2011 before the mobile apocalypse. It's a well-intentioned failure that deserves respect for its ambition, even as it serves as a cautionary tale about technology debt and abandonment.

Final Recommendations

For Developers
  • DO study quest system architecture
  • DO review social graph design (friends + romance)
  • DO learn framework approach (empty schema)
  • DO NOT deploy - PHP 7+ incompatible
  • DO NOT modernize - build new instead
For Game Designers
  • 5-stage quest system worth studying
  • Housing customization was ahead of its time
  • Party-based combat interesting mechanic
  • Romance + friendship combo unique
  • Framework approach allows any theme
For Server Administrators
  • NEVER deploy - guaranteed compromise
  • Flash/Silverlight dead (2020/2021)
  • mysql_* removed PHP 7.0 (2015)
  • SQL injection throughout codebase
  • Ancient security model (2011 era)
For Educators
  • Excellent teaching tool for "what not to do"
  • Shows 2011 PHP/MySQL patterns
  • Demonstrates technology debt (Flash/Silverlight)
  • Example of ambitious solo project failure
  • AGPLv3 case study for open source licensing

Rating Summary

Historical Value ★★★★☆ 4/5 - Peak browser MMO era (2011)
Code Quality ★★★☆☆ 3/10 - Functional but insecure
Innovation ★★★★★★★☆☆☆ 7/10 - Original engine, not clone
Quest System ★★★★☆ 4/5 - Advanced 5-stage design
Social Features ★★★★☆ 4/5 - Friends + romance unique
Security ☆☆☆☆☆ 0/5 - SQL injection, Flash, deprecated APIs
Technology Stack ☆☆☆☆☆ 0/5 - Flash/Silverlight dead, PHP 7+ incompatible
Modern Viability ★★★☆☆ 3/5 - Needs major updates but salvageable
Overall Grade C+ Ambitious framework with good ideas, killed by tech debt

Security Warning

Running many of the scripts in this archive on a live server presents a serious security risk. These projects were created before modern hardening practices and may contain vulnerabilities that can compromise your system.

We strongly recommend using this code for reference and analysis only, or in isolated local environments. By downloading these files, you accept full responsibility for their use.