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| Neije |
Posted: Fri Jan 19, 2007 11:34 am |
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Joined: 18 Dec 2006
Posts: 50
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Some time has passed since the Ryzom project has been aborted ...
So what is this association planning now, how fast, with who, what for ... ???
I try to read the forum as I didn't come during 3 weeks. I said I tried because it's really hard. Everybody gives its opinion but nothing really show off.
Developping something new as well as continuing a new project could be good ideas but it's pretty much the same if we consider that the goal of this association is to provide gamers with a free MMORPG (free but with quality). But one thing remains : At one time, a decision has to be made !
I'm afraid the project could lose people and motivation if such a decision does not come very soon.
Keep it alive !!!
NB All the discussions are necessary (what engine, open arts or not ...) but it seems to be a lot of effort if nothing happens. |
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| daraknor |
Posted: Fri Jan 19, 2007 1:16 pm |
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Joined: 13 Jan 2007
Posts: 25
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Delta3D and PlaneShift appear to be the two main game engines we need to evaluate. Short version is that PlaneShift needs game specific rules removed from the engine. Delta3D needs networking code and scalability (current limits appear to be 1 person 200 NPC)
Cayle has been working on an API for new actions and sensory data to be added to either engine. Asking the Planeshift Biz/Design Lead if we could help him by improving his engine turned out to be him trying to recruit us to work on his GAME, and not the engine as an abstract. If we go with PS, that means a code fork. (Which is the reason he gave for us to not do what we wanted - shortsighted and either lying or dumb.) PS developers support us, and the underlying graphics/game engine (CrystalSpace) has advanced features.
Some people have been hunting for art assets (we need to submit everything usable somewhere), other people have been talking about animation and what tools we need. I'm shouldering the AI burden right now, trying to make a 20+ page feature list and documentation spec. I have a 2 page version somewhat done, but it needs updating since the past 2 days.
We have momentum to get a reference shard up in a few weeks and then start working on it.
We really need to do a low level (and good summarized high level) overview of both D3D and PS, and develop roadmaps for development on each, estimate the time on each, and pick who we want to work with.
I think I left a lot out. |
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| Xor |
Posted: Sun Jan 21, 2007 9:14 pm |
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Joined: 02 Jan 2007
Posts: 2
Location: NorWay
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The money given to the "Free Ryzom Campaign", can those Legally be used for the campaign for Virtual Citizenship?
In my country, you'd have to give the money back, once the initial goal that the money was donated for was lost. (in other words, when Gameforge bought Ryzom...) ...or at least offer to give the money back, and/or ask each and every donator if they still wanted to support the campaign. ...but I dunno how this is handled legally in France, or wherever the campaigns funding is handled from.
-Im only asking because it would Really stink to find out there is no funding, when its needed..
There is some parts in the Social Contract I think most serious game hosts/designers would be (to put mildly) sceptical about, its the third part.
"We consider the avatars should be the property of their respective online players and virtual citizens.
We consider the data of a virtual citizen, located on a server as the property of the virtual citizen who created it. Every virtual citizen should be allowed to download it (for example to create a copy on another server), and also to delete it. Also, every virtual citizen should be free to exchange its data (avatars, objects, tc.) with others."
Strictly seen from the gamers perspective this might seem is a good idea, but lets take a closer look:
By agreeing to these rules, the game host has little way to stop people from modifying their caracters to beyond godlike status, and uploading them back to the gamehosts server (or someone elses server, to hide the alterations). ...or saying No to Ebaying characters, items, and game currency.
By transfering the ownership of virtual property from the gamehost to the player, you also open up for private Virtual Tax laws, wich at least in parts of Europe is still just on the sketch. (most countries look towards the US, their suggestions about how to tax virtual property (to the senate) would make me weep if I was an american and a high-profiled gamer..)
Another issue about this section, is the security measures required for the host of the game by law, when taking care of someone elses virtual property. (requirements for backups, measures required taken ageanst theft, alterations, and so on...)
To host your game from someones home, or your friends shop, might not provide a secure enough enviroment, wich could open up for lawsuits from people you let play on your server. (and thats even without something going wrong, just for exposing them for the threat...) |
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| Edward |
Posted: Mon Jan 22, 2007 3:26 am |
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Joined: 15 Jan 2007
Posts: 31
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Quote: The money given to the "Free Ryzom Campaign", can those Legally be used for the campaign for Virtual Citizenship?
In my country, you'd have to give the money back, once the initial goal that the money was donated for was lost. (in other words, when Gameforge bought Ryzom...) ...or at least offer to give the money back, and/or ask each and every donator if they still wanted to support the campaign.
I believe they're contacting the donors/pledgers, or will once we've made a definite decision as to our next course of action.
Quote: By agreeing to these rules, the game host has little way to stop people from modifying their caracters to beyond godlike status, and uploading them back to the gamehosts server (or someone elses server, to hide the alterations). ...or saying No to Ebaying characters, items, and game currency.
Players have the right to download and modify their characters, and use them in their own games if they wish. They do not have the right to upload characters or anything else. Of course it's always possible someone will hack into your server illegally, but that's the case even if you don't let them download anything.
Quote: By transfering the ownership of virtual property from the gamehost to the player, you also open up for private Virtual Tax laws, wich at least in parts of Europe is still just on the sketch.
Any software (and any art) is "virtual property" in a sense. If you own the copyright to the code you write or the art you create, will you then be taxed based on the value of your copyright? How is that value measured? These issues are up in the air, as you mentioned, but I don't think the possibility that our property may be taxed is a reason to give it up.
Anyway, governments are considering taxing players on their virtual income regardless of whether those players have any rights online.
Quote: Another issue about this section, is the security measures required for the host of the game by law, when taking care of someone elses virtual property. (requirements for backups, measures required taken ageanst theft, alterations, and so on...)
To host your game from someones home, or your friends shop, might not provide a secure enough enviroment, wich could open up for lawsuits from people you let play on your server. (and thats even without something going wrong, just for exposing them for the threat...)
I would think the key would be full disclosure. Make sure your users know the risks and accept them. If you collect personal data (for billing purposes, perhaps), that's probably more of a risk. I am not a lawyer, though, so my opinion on this isn't worth much. |
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