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| velteyn |
Posted: Thu Dec 21, 2006 4:47 pm |
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Joined: 21 Dec 2006
Posts: 2
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The only way to start from scratch is to contribute EVERYONE in doing a little thing.
A monster a tree etc etc !
And If one isn't able to do it ? Learn it !!!!
Learn C++
Leanr using Blender
Learn use GIMP !!!
In my country Housing a server in a server farm isnìt so expensive 10 to 20 euros month !!
http://serverdedicati.aruba.it/order_selServer.aspx?cat=none&tipo=housing
If we want to start we must have a good plan and a good Project manager to follow !!
Millons of little efforts can do million things !! Only we have to buildup a good mutual help community !!
This is my vision.
Im a C++ programmer using Torque game engine for my projects. |
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| b1f30 |
Posted: Thu Dec 21, 2006 4:53 pm |
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Joined: 14 Dec 2006
Posts: 6
Location: USA
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velteyn wrote: The only way to start from scratch is to contribute EVERYONE in doing a little thing.
A monster a tree etc etc !
And If one isn't able to do it ? Learn it !!!!
Learn C++
Leanr using Blender
Learn use GIMP !!!
In my country Housing a server in a server farm isnìt so expensive 10 to 20 euros month !!
http://serverdedicati.aruba.it/order_selServer.aspx?cat=none&tipo=housing
If we want to start we must have a good plan and a good Project manager to follow !!
Millons of little efforts can do million things !! Only we have to buildup a good mutual help community !!
This is my vision.
Im a C++ programmer using Torque game engine for my projects.
If you think you can beat this game:
http://www.wesnoth.org/
Then I'll gladly jump on board.
;) |
_________________ Say 'NO' to DRM, software patents, closed source drivers! GPLv3 != extremist!
http://www.binaryfreedom.info - Free as in Software, opinions, articles, HOWTO.
We're always looking for new members who share our view of the 'Real World'. |
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| Xavier Antoviaque |
Posted: Thu Dec 21, 2006 5:50 pm |
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Joined: 15 Nov 2006
Posts: 390
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Aprak wrote: Count me in boys! Let's do it from scratch if needed DAMMIT!
Good to hear you're still aboard. ;p
Please note, though, that developing a MMO from the start is hardly an option, as this is a veeeeery long and difficult way, and which requires important funding. The reasons why this doesn't exist yet are simple (even if companies such as Mekensleep are progressing here): developping a MMO requires a huge amount of work before having something running, and keeping a volunteer group focused on a project for several years before it can actually be played is next to impossible. |
_________________ Xavier. |
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| Aprak |
Posted: Thu Dec 21, 2006 6:36 pm |
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Joined: 02 Dec 2006
Posts: 60
Location: Stockholm, Sweden
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Xavier Antoviaque wrote:
...Please note, though,..
Listen to the heart, man! Not the head ;)
The head sux anyway, head is boring - head gets tired easy :P
Heart is the feeling that keeps us homins alive, heart it what conquers worlds :D
TRYKER FOREVER BANZAIIII! |
_________________ FREEEEEEEEEEEDOM!
/Aprak
http://cea-history.blogspot.com/
http://kato.homelinux.org/~aprak/ |
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| Narf |
Posted: Thu Dec 21, 2006 6:46 pm |
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Joined: 28 Nov 2006
Posts: 42
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Most of people here don"t have strong enought shoulders to bear X years of development ^^.
I don't have, personnaly, but i think there is other solutions easier.
First i'd like to hear this Gameforge and what is their plan for Ryzom... |
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| Rax |
Posted: Thu Dec 21, 2006 7:58 pm |
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Joined: 10 Dec 2006
Posts: 6
Location: London
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I'm in!
Skills I have:
Money (a bit), time, enthusiasm, LOTS of experience of both MMORPG and roleplay, experience of writing (Fantasy / Sci-Fi) books storylines & scripts, experience of server hardware / hosting of databases / apps etc on Oracle & SQL, ideas (lots of them). Spanish, English, integrity. :) Acting (in this case for voice overs, etc)
Skills I DON'T HAVE:
Artisitc Skill, Programming Skill. :(
:)
Vive la nuevo Ryzom!
(We should change the name from Ryzom to something else ASAP to avoid... problems... erms FMMORPG? (Free MMORPG) etc...) |
_________________ Rax
http://www.raxous.com
"All that is necessary for evil to succeed is that good men do nothing"
Edmund Burke (1729-1797) |
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| Han |
Posted: Thu Dec 21, 2006 8:04 pm |
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Joined: 21 Dec 2006
Posts: 34
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"developing a MMO from the start is hardly an option"
of course it is.. its always an option
In 2004 I took on learning to mod for battlefield series, I didn't know their game engine.. there was no documentation, I had to experiment to do anything, the tools crashed constantly and all I had to help me was a community of guys that wanted to do the same thing I wanted to do... change that world to my liking. 9 months later I released a map for the EA contest with working AI even. I was one guy that made a huge map - I learned a LOT.. I failed a lot. In the end I had something I was proud of. I understand the size of a undertaking like a MMO. I've been programming for 30 years now. The size of the undertaking I get. I know its a big project but what time limit do we have? I mean is this not the open source community? look at what we've done already....
I think this movement was a great thing for open source and can be still. Use what you have been given by developers in the open source community. You are standing on the shoulders of giants - work it out, start with something small and build. Be it helping Planeshift or doing it 100% new. we're not talking 1 company's worth of people that want to do this.. look at the list, how many coders, artists and writers can you pull from that group that's the real question.
start a thread see who volunteers for coding, tools, art, sound, source control, story, scripting, modeling ect ect ect...
Here and now is a perfect beginning |
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| Rax |
Posted: Fri Dec 22, 2006 1:23 am |
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Joined: 10 Dec 2006
Posts: 6
Location: London
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| nFriedly |
Posted: Fri Dec 22, 2006 1:43 am |
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Joined: 21 Dec 2006
Posts: 11
Location: Dayton Ohio, USA
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| some of those screen shots from ogre 3d look pretty awesome! I'm not knocking the others, but wow! |
_________________ Nathan Friedly |
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| Han |
Posted: Fri Dec 22, 2006 2:39 am |
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Joined: 21 Dec 2006
Posts: 34
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I think benchmarking low level functionality is a good path to take for engines, if you want to "roll your own" speed is always the issue.
Personally I'm still curious who we have to do things at this stage more than how we do them.
:) |
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| John Kirk |
Posted: Fri Dec 22, 2006 3:17 am |
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Joined: 22 Dec 2006
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I cannot tell you how disappointed I am that Ryzom.org didn't win the bid. I congratulate you all on your excellent efforts, though.
As far as what to do next, the PlaneShift code is definately an option, as it is released under GPL. PlaneShift overall isn't an option, though, IMO. All the artwork is licensed under their own proprietary license. So, while the project is free as in beer, it isn't free as in freedom. The client can't even connect to any servers other than their own "official" ones without violating their proprietary license. That means I can't install it on my own servers, start tinkering with it, and slowly build up a service of my own. Ugh. I think their lack of true freedom is what has kept the project from gaining more momentum.
Now, since the PlaneShift code is entirely GPL, that is certainly an excellent starting point. But, we'd have to come up with our own artwork and that is a huge undertaking in itself.
I'd be willing to jump-start things a bit (from a game-mechanics standpoint), by releasing my own pen-and-paper game, Legendary Quest, under a Creative Commons license. You can download Legendary Quest from legendaryquest.com to check it out. I've put an enormous amount of work into it over the last 20 years, and I know it to be a fun tabletop game with a growing following. So, I think it is worth considering as the basis for a MMORPG. I would only consider doing so, though, if we agreed all the artwork was to be created and released under a Creative Commons license, as was this project's original plan. |
_________________ John Kirk
Check out the free gaming materials at http://legendaryquest.com |
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| Han |
Posted: Fri Dec 22, 2006 4:21 am |
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Joined: 21 Dec 2006
Posts: 34
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Wow John, first off thank you. Thats extremely generous of you. I am just new to this like yourself, I'm "trepidatiously eager" to see what comes from this site and the bid for Ryzom. The angle your game takes is deep, I particularly like it because it has been the way I have crafted my battlefield levels... historicly accurate (within the confines of a game of course) kinda my thing as a coder/mapper.
some of my work in battlefield if there is interest :)
Battlefield Vietnam work http://battlefieldsingleplayer.planetbattlefield.gamespy.com/index.php?pg=maps&mp=158
movie of Omaha beach historic - map is close to 10000 downloads worldwide which I'm happy about :)
http://www.youtube.com/watch?v=BHmbsxYA5bQ
I had no idea Harpyies did that :shock: |
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| doctormo |
Posted: Fri Dec 22, 2006 6:19 am |
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Joined: 16 Dec 2006
Posts: 22
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| That a lovely resource and will come in handy! we're trying to put together a wiki with the kind of game we want to build and talk about the technical problems and solutions in the IRC channel. |
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| sciboy |
Posted: Fri Dec 22, 2006 7:16 am |
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Joined: 22 Dec 2006
Posts: 5
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Let's keep focus though, the primary goal shouldn't be for a MMORPG as much as it should be for easy content creation in a multi-user environment.
What I'd like to see as an initial goal is a non-physical multi-user system where people can insert 3d models in real-time and fly/walk around exploring. |
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| doctormo |
Posted: Fri Dec 22, 2006 7:18 am |
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Joined: 16 Dec 2006
Posts: 22
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| sciboy, you after a second life clone, open source has one of those too. |
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| sciboy |
Posted: Fri Dec 22, 2006 7:23 am |
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Joined: 22 Dec 2006
Posts: 5
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No, second life uses procedural geometry and honestly that comes with it's own limitations I rather not get into.
I'd like to see a similar idea but with a bigger focus as a workable game development platform.
Actually I'd even be happy with a flexible 2d platform, it's just important we getting a working environment out ASAP so you can rally more content and support from the get go instead of letting development stretch over too many years. |
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| doctormo |
Posted: Fri Dec 22, 2006 10:18 am |
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Joined: 16 Dec 2006
Posts: 22
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I agree that development into years is a problem, we already have a lot of code already and as open source developers we know such things aren't a problem given enough interest. the main problems has always been models, textures that sort of thing but I'm happy to report that those things are being solved with the inclusion of more artists and content makers in the fold of these projects.
But planning out how to make progress will be a tricky question. |
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| Jetto |
Posted: Fri Dec 22, 2006 11:25 am |
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Joined: 01 Dec 2006
Posts: 59
Location: France
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Well I'm to shy to post a new topic for my plan but here is it :
The goal of this plan is get evidence that we can help Ryzom in the future but this will have a cost that is completely freeing Ryzom.
- We look for a suitable free software persistent MMOG engine
- If it is NeL we fork it to make some housekeeping but do not give back the copyright owner ship to Nevrax/GameForge (yes this not friendly and in the other hand they may stop to do next change to NeL under GPL)
- We build a "little" mock-up with the new engine. As ever suggested we do something with exploration, fishing, hunting, selling buying (no PvP) I mean maybe some thing that fit for children of 8 years old
If we succeed in this I think GameForge won't be able to ignore us is they intended to.
For C my syntactic checker give a new Idea : This won't be a persistent world but this may fit our needs. I'm thinking about a sailing boat tournament game. I think even you don't retain my idea, I'll try to do it alone. Maybe this will be a chance for me to understand how a sailboat can go faster than the wind :oops: . |
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| sfb |
Posted: Fri Dec 22, 2006 2:30 pm |
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Joined: 28 Nov 2006
Posts: 46
Location: Minnesota, USA
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[quote=Jetto]If it is NeL we fork it to make some housekeeping but do not give back the copyright owner ship to Nevrax/GameForge (yes this not friendly and in the other hand they may stop to do next change to NeL under GPL)[/quote]
Ignoring your goal I'll focus on this line completely out of context. I've already contacted Gameforge regarding their intentions towards NeL. My group has struggled with the dilemma of forking NeL for about a year and a half. Other than Olivier Cado the support from Nevrax dwindled to non-existence and we couldn't for the life of us get anything that wasn't just a bug-fix committed. So, yes, we have a lot of thought put into this option.
We haven't done it because once you fork from your root product you begin down an inevitable path of division. That is as your product evolves away from the root product it becomes increasingly difficult to merge in their added features, bug-fixes, etc. and the documentation they provide, update, and so on become less and less pertinent to your product. Losing the "backing" of a company willing to support such a product is not an easy choice to make.
That being said if Gameforge feels they want to severe all ties with the open-source heritage of Nevrax (that is, no longer support NeL) I'm fully prepared to embark on this. We've cloned the nevrax.org site minus the forum (I only have a point-in-time of the forums from about two weeks ago.) We've added tools to it beyond what even Nevrax provided. We've been maintaining an rsync with Nevrax, so we have a copy of the NeL CVS repository with full history.
Now, we're (ironicentertainment.com) prepared to fork and maintain NeL but this isn't something we can do entirely on our own. If we do this we'll be managing it separately from our own game (which is built upon NeL) so that there is little conflict of interest and we will rely heavily on the input of the community to dictate the roadmap. We really hoped it wouldn't come to this.
But doom-and-gloom aside. Gameforge is a new-comer to the MMORPG realm and so they may very well open up relations with the open-source community. This could be a fantastic way for them to expand their development pipeline by simply being cooperative with people who want to use the engine. Imagine dozens of people fixing your bugs for free. I didn't say "finding" them, I said fixing them. That's expensive programmer hours and all you have to do is provide a website and a liason or two from the company to help answer questions on the forums, to help document the engine and architecture and to help develop samples to demonstrate the use of the engine. Really the man-hour investment is low if you're serious about fostering a genuine community around the engine.
A great example of a company doing this (to the open-source extreme, I have to admit) is the OpenNMS Group. They're developing an open-source network monitoring system to compete with behemoth pieces of software like HP OpenView. They're, as Tarus Balog phrases it, "selling free software" and often beating the big companies at their own game. How can they do this? Because they've allowed and encouraged their core developers to hang out on the IRC channel, to field questions on the mailing list and to be supportive of contributors in general. Many of their up-coming big seller features, very advanced things like Advanced Topology Discovery, were developed by people like us who wanted some feature for their company or their own product.
So, that being said I'm not giving up on Gameforge. Just because they won Ryzom doesn't mean they're necessarily the enemy and treating them as such will only make the reality much more grim for those of us still hoping and willing to maintain a relationship with them in hopes that at the very least NeL still receives backing.
PS. You can find our site for NeL at:
http://dev.ironicentertainment.org/confluence/NEL/Home
[/list] |
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| mmx |
Posted: Sun Dec 24, 2006 1:44 am |
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Joined: 29 Nov 2006
Posts: 16
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I feel that we should move ahead and create our own MMO. The timing's good, and we can begin making some estimates with the resources we have, if people are interested.
I can help a bit with the cost estimates; having gone through some of the process of building my own game, these are the prices I have come across from different contractors.
I typically purchase mid-poly models at around $250 for a 2400 poly mesh, these look good for mobile player objects, and simpler static objects cost around $50-$80 apiece. Icon art runs around $20, and you usually have to spend at least $500 (an order of 25 icons) to get artists interested. Building meshes run around $150, and costs for the surface maps for the players and buildings vary a lot, depending on what you want. Common costs are around $85 for player character turn-around art (what the meshes and their color maps are based off of) and around $80 for the finished color mesh. Animation can be done at an amateur level, since we have so many volunteers, simple motion capture software and hardware costs around $250, and actually does a petty good job. Typical costs for having an artist do this is around $100-$150 per animation.
Programming time? Now that just varies widely, depending on the graphics engine and gaming engine. The best I can come up with would be having someone tie the animated objects to our game, and I think that would come to around $200-$300 per model, being highly variable, depending on complexity. However, having many programming types here would help in this regard as well.
Music also varies a lot; you can purchase licenses for simple pre-done music for use in a closed source game for around $250 a song, but that's probably not going to work for us; however; in a lot of cases you can partner up with a local band to produce music in exchange for studio time, around $500 to $640 a day with most prepped songs taking a day's worth of time. You can even get orchestras to perform music for you which is really good for an RPG, but that costs around $3000-$5000 per performance (composition costs are generally included in that.) Both of those options give you all performance rights to the music, which you need if you want to make it open source.
With the funds and interest we have now, I seriously believe that this project would be doable.
If there's interest, I'll make a spreadsheet and post it with a lot of these estimates filled in.
One thing we really need to do now though, is change the front page, and set up a new website under a different name to coordinate the project.
What do you all think? |
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| RedOctober |
Posted: Sun Dec 24, 2006 3:47 am |
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Joined: 14 Dec 2006
Posts: 8
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Ask Gameforge to open source the "MMORPG Skeleton + Tools" on this page:
http://www.nevrax.org/tikiwiki/tiki-index.php?page=NeLPackagesDescription
Since that was formally owned by Nevrax, I assume Gameforge owns it now. That's all we need, really, the stuff that is supposed to be in the "MMORPG Skeleton + Tools" pack. I would vote yes if the course of action would be to ask for that.
Edit: Wow, guy right above me said the same thing. I really support getting a hold of the full version of NeL from Gameforge, that's what we're really looking for. |
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| Cayle |
Posted: Sun Dec 24, 2006 8:39 am |
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Joined: 20 Dec 2006
Posts: 79
Location: Germany
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NeL: honestly, until a couple of days ago, I had never heard of NeL and was confusing the NeL talk with Nebula Device. What is so special about NeL that it is so important to get it from GameForge? Aside from the fact that some peoples' pre-existing projects use it? For example, I'm absolutely uninterested in any platform that can't do physics (or be modified to do so without ripping it apart) on the server side. How does NeL handle geometry on the server side? Does it use the same sort of geometry? Octtree? Quadtree?
WorldForge: This is an 8 year old project to build a true OSS mmo/pw/virtual-world platform. It is raw and still a development thing, but might be worth looking into.
Delta 3D: This is a client/server platform created by the US Navy. It is completely open source (LGPL). I don't think anyone has built a world on it yet. For that matter, I think it is unknown outside a small community of military training simulation builders. It is feature rich and deserves a look.
On a different note, I think mmx speaks wisdom. People who can program, such as myself, are a dime a dozen. People with no skills, but ideas of writing lore are even more of a commodity. 3D artists... good ones... are hard to find. They are in high demand and not likely to join a group that does not already have assets to build on. It is a common tactic in small groups to buy starter art to be able to build enough visuals to attract artists. It would be worthwhile to use the funds to purchase enough art assets that people could begin creating and more importantly, attract artists.
Edit: the tone on NeL seems unfriendly, but that is not the intent. I just want to know why people are so keen on getting Gameforge cooperation. |
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| sdahan |
Posted: Sun Dec 24, 2006 10:44 am |
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Joined: 06 Dec 2006
Posts: 68
Location: Tsukuba, Japon
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Cayle wrote: On a different note, I think mmx speaks wisdom. People who can program, such as myself, are a dime a dozen. People with no skills, but ideas of writing lore are even more of a commodity. 3D artists... good ones... are hard to find.
Well, mmx made two mistakes. First we have no money. Second, why some people are paid and not the others? If you start to pay people, you sign the death of the project.
I think that programmers and people who write a background are similar in one way. We have few skilled people interested by the project and lot of amateurs, but both can be useful if we take time to form the amateurs.
Good 3D artists do not exist. Just forget it and try to build a game that do not need them. I already heard stupid people saying that not possible. I say think, there is probably some way to make a decent game without them. But we have to be original and clever.
Cayle wrote: the tone on NeL seems unfriendly, but that is not the intent. I just want to know why people are so keen on getting Gameforge cooperation.
Because some people already use the NeL and are not happy about how Nevrax choose to close it little by little. There are also the possibility to ask that the whole game become free. There are also people that are little to much excited.
Dump question. What do you mean buy physic engine? Why it is so important? |
_________________ Sylvain Dahan |
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| Cayle |
Posted: Sun Dec 24, 2006 11:04 am |
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Joined: 20 Dec 2006
Posts: 79
Location: Germany
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sdahan wrote: Cayle wrote: On a different note, I think mmx speaks wisdom. People who can program, such as myself, are a dime a dozen. People with no skills, but ideas of writing lore are even more of a commodity. 3D artists... good ones... are hard to find.
Good 3D artists do not exist. Just forget it and try to build a game that do not need them. I already heard stupid people saying that not possible. I say think, there is probably some way to make a decent game without them. But we have to be original and clever.
Stick figures? I'm serious. You can build a game with stick figures and make it pretty later. Or leave it that was as a signature style, like OOTS.
sdahan wrote: Dump question. What do you mean buy physic engine? Why it is so important?
Gah... typo. Physics engine. Something like the Open Dynamic engine. Right now, physics engines are mostly only used for ragdoll deaths, but it need not be so and it can be very useful. You can use it for procedural animation and sidestep the huge cost of creating animation libraries. A true OSS community project might be able to talk the creators of DANCE to allow us to modfy for realtime client/server use and incorporate it. If the physics of your world is well enough defined, it can replace a lot of formal rules. Under most rulesets, if no formal implemented rule exists, it is not possible. Deep physics allows emergent behavior.
Second Life is an example of a virtual world that makes good use of physics (Havok in this case). |
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| barometer |
Posted: Thu Dec 28, 2006 11:32 am |
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Joined: 28 Dec 2006
Posts: 31
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Most 3D artist works with Maya, Blender has not mush to offer...hard to learn and a bit more complicated to work with. The same goes for the 2D section, there is only one serious tool to choose from and that is Photoshop.
I can't brag about my skills in Maya, but I think that it's possible to get god at something faster when U have a serious project to work with. A good staring point would be to make some forum topics in 3D community's, this would give this project some attention.
If U make a game from scratch, I was thinking about the server. Is it possible to develop it as a cluster. I think a that a, open source game would benefit from this. Then we are in a position where we don't have to relay everything on one vital (central) server.
My opinion is, it's always better to sped out everything if U can.
A up to date summary of what is decided so far would be quite nice, and where the project is at the moment.
Decisions has to be made, before U ( we ) can star to develop a game at all.
1.The concept, is this going to be a pure fantasy game ore a mixture.
2.The graphics, realistic or more cartoon like ( non realistic )
3.Game rules, make new one's or use existing ones as D20system.
4.Then the game engine, with good futures.
5.Then making 2D concept art for the 3D artist |
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| KrYoS |
Posted: Sat Dec 30, 2006 2:18 am |
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Joined: 30 Dec 2006
Posts: 50
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| Creating an MMO would definitely be a huge undertaking, of that there is no doubt. I myself for one could definitely help in the 3D department if it was needed or wanted. |
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| barometer |
Posted: Sat Dec 30, 2006 2:56 pm |
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Joined: 28 Dec 2006
Posts: 31
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Quote: Creating an MMO would definitely be a huge undertaking, of that there is no doubt. I myself for one could definitely help in the 3D department if it was needed or wanted.
I think everyone here agrees with U on that point :)
At least some of us should try to put together some kind of Alfa concept art to the game, maybe U and I can start with this task. |
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| KrYoS |
Posted: Sat Dec 30, 2006 7:21 pm |
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Joined: 30 Dec 2006
Posts: 50
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Quote: Quote: Quote:
Creating an MMO would definitely be a huge undertaking, of that there is no doubt. I myself for one could definitely help in the 3D department if it was needed or wanted.
I think everyone here agrees with U on that point
At least some of us should try to put together some kind of Alfa concept art to the game, maybe U and I can start with this task.
That could be possible, but without knowing a whole lot it really is tough to do alpha artwork. I'll admit, I'm mainly great with static objects, but can do rigging and animation as well. Slowly I keep getting better at organic style objects such as characters and such.
But without a basis to start from to know what style people would want, whether fantasy, sci-fi, modern, whatever else, we'd just be tossing sticks around.[/quote] |
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| barometer |
Posted: Sat Dec 30, 2006 8:57 pm |
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Joined: 28 Dec 2006
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You are right at that point, not to be hasty.
Maybe it's only me who is to eager to get working on something :) |
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| KrYoS |
Posted: Sat Dec 30, 2006 9:02 pm |
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Joined: 30 Dec 2006
Posts: 50
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barometer wrote: You are right at that point, not to be hasty.
Maybe it's only me who is to eager to get working on something :)
No, you are not the only one who is eager, trust me on that. I am eager as well, it is waiting on others that gets me to grate my teeth, but I grin and bare it as I do most things mainly because I know that's the way things in life work. You gotta give everyone their chance to think through that which they want, then you jump in, snatch the opportunity, and off you go in a blaze.
Well, not really quite like that, but you get the idea. Having a general idea of what is wanted would be nice, as starting art assets would be able to start before anything else if need be, but alas, we are awaiting a verdict on that one still, and hopefully something will come about. |
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| barometer |
Posted: Sat Dec 30, 2006 9:55 pm |
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Joined: 28 Dec 2006
Posts: 31
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OK...yee, I know what U mean :)
But i was more thinking of, work futher with the existing Ryzom, put some
cyberpunk / Sci-Fi style into it. And publish what we come up with, I thinks it
would give a impression of that, something is going on.
And it would be fun to play around a bit. |
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| KrYoS |
Posted: Sat Dec 30, 2006 10:07 pm |
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Joined: 30 Dec 2006
Posts: 50
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| So, sort of a shadowrun style world to play in more or less? That in itself would be fun and exciting to do I think. So many possibilities are open that it is endless. And I'd definitely be willing to do something like that. Take what is Ryzom pretty much, and add the cyberpunk/ Sci-Fi to it. I'm sold. When shall we start? |
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| barometer |
Posted: Sat Dec 30, 2006 10:15 pm |
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Joined: 28 Dec 2006
Posts: 31
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Yes this give more freedom to weapon, armor and vehicle design, and a more
interesting environment.We should think about this a bit more, I shall try to find some images to show you on of what I have in mind. |
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| KrYoS |
Posted: Sat Dec 30, 2006 10:28 pm |
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Joined: 30 Dec 2006
Posts: 50
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| Alright. That sounds like a plan. Myself, I'm envisioning something somewhat similar to like Shadowrun in basic meshing of the different styles, where they bring in fantasy creatures into a modern/futuristic world with a lot of different abilities added in such as magic, which I can handle in that kind of situation myself really. The ability to do more than just bows, swords, and magic. |
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| barometer |
Posted: Sat Dec 30, 2006 10:42 pm |
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Joined: 28 Dec 2006
Posts: 31
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I'm going to look more closely into Shadow run, a specially the art.
And give my opinion on it, later on this week.
http://www.shadowrunrpg.com |
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| KrYoS |
Posted: Sat Dec 30, 2006 10:49 pm |
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Joined: 30 Dec 2006
Posts: 50
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| It is definitely something to look at for some ideas if a Fantasy/Sci-Fi hybrid was to be done, at least it is in my opinion. |
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| barometer |
Posted: Sun Dec 31, 2006 6:42 pm |
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| KrYoS |
Posted: Sun Dec 31, 2006 6:56 pm |
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Joined: 30 Dec 2006
Posts: 50
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| Those are definite images to help enhance the mind for ideas for artwork definitely. Good finds there. |
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| barometer |
Posted: Mon Jan 01, 2007 9:27 pm |
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Joined: 28 Dec 2006
Posts: 31
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After reading some of the shadowrun game books, witch KrYoS pointed
out to be a good inspiration source. And they gave me some new ideas on the
following subject.
Concept of magic, this is something that can be modified to a more modern
thing. In fantasy games magic is always something a individual posses inside,
what if this was to be made into a technical thing instead.
For an example, a fire golem could be a hologram. It's strength and
appearance, would be controlled by crystals...powered by some kind of portable
fusion device ( in conventional fantasy terms, mana ).
Just a idea :) |
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| KrYoS |
Posted: Tue Jan 02, 2007 5:17 am |
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Joined: 30 Dec 2006
Posts: 50
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| Told you they'd be good for ideas. Hehehhee. That does sound like an interesting notion. The concepts in ShadowRun are awesome in my opinion, and a lot of them are great ways of melding the fantasy/modern/sci-fi genres. |
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