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Author Topic: Steam MMOG...?  (Read 12530 times)
heavyporker
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« Reply #50 on: April 21, 2007, 06:56:02 pm »

 I have some small ability to draw and create 3d models, being in the Art & Tech program at my university. I   could help out with concept art, possibly even game graphics, if you are able to farm that out.
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I hope you all enjoyed Air Kraken Day
MrFats
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« Reply #51 on: April 22, 2007, 04:17:14 am »

Well as I've mentioned to the others, send a message to 5tephe and see what he can do. I'm sure your talents will prove useful, and the more people, the better!
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5tephe
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« Reply #52 on: April 24, 2007, 03:21:56 am »

For those after an update:

Lilithgow
Lazaras
Esher
David Devereux
&
Ninepins Cutter all now have accounts over at the United Guilds Aetheric Foundry and Sprocketworks.

Heavy Porker has been invited to have a look around using the Guest account.
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heavyporker
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« Reply #53 on: April 24, 2007, 06:13:45 pm »

Yep, hopped up and took a look around. Pretty interesting stuff, 5tephe.
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Dimentox
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« Reply #54 on: May 03, 2007, 04:52:46 pm »

I am actually was a alpha tester for Mulitiverse.  Good platform.. I currently run a Steam/gothic/horror/cyber Sim in Second life called toxia.

Thought about doing a mmo for Multi, but just dont have the time.
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JoshuaMarsh
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« Reply #55 on: May 03, 2007, 06:30:31 pm »

This sounds like great fun.  PM'd.
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Regards,

    Joshua Marsh
Smaggers
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« Reply #56 on: May 03, 2007, 07:33:28 pm »

<Raises head cautiously above the parapet.>

Hello.   I've got a number of personal projects on the go at the moment, but for what it's worth I'm a professional games artist.
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"I should probably finish one project before taking on another, but the badger won't fit in the freezer." -Steamblast Mary

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Dr Veleck Madlove
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« Reply #57 on: June 13, 2007, 08:41:09 am »

Well now I am reviving a slightly dated thread.  I haven't read through all of the pages as I was contacted by one of the creator ( Adml. Etherington ) and he mentioned this tread.  So I am interested in combining efforts as from what I have seen it is something along the lines of what I have planned. 

I was going to use Torque vs Multiverse.  Torque has some advantages but is also a pricey item to buy.  I must say it is worth every penny but there are different features to it.

Multiverse is free and the game I have planned is also free in nature.  So as a community project Multiverse may be the better idea to go with but its graphics are not the best.  Not that I feel a game is completely made from the graphics it has but it helps make the game that much better.  When I imagine steampunk I see all the brass and airships and complex machines that will look that much better inside a WoW or EQ II quality graphics engine. 

But as a start for the community I am for using multiverse as I know people do not all have money to spend on a project in a field of indie game development. 

We can always move to a better engine at a later date and time.

 
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5tephe
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« Reply #58 on: July 19, 2007, 03:03:39 am »

Hmmm.

Dr Madlove, your thoughts intrigue and illuminate.
Are you interested in helping us out, or are you already deep into something else?

PM me if you want to discuss it more.
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Shard
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« Reply #59 on: July 19, 2007, 01:59:28 pm »

Ah, I am glad this surfaced. I had not seen it previously, moving about in the depths of the forum as it was, and only now can I appreciate its splendor. The lads of Meatsauce Games are working on a strikingly similar project using the Irrlicht game engine. Irrlicht has the advantage of being a free, full featured, open source game engine. It is published under zLib which means that, unlike other open-source licensing schemes, the final product is not required to be open source as long as the Irrlicht engine is credited. I'd love to swap notes and we'd be open to merger.
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Dimentox
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« Reply #60 on: July 19, 2007, 09:06:23 pm »

Have any of you worked on a Game before? I am curious because i have done from start to alpha 1 & 2 Unreleased. Even with 25+ people under me (was Project lead and then moved up to DES) it took us about a year and a half to get to a pre alpha 1.

Might want to consider a MOD to a game out there as a start.

Just my 2 Copper.

You also have to look at your market. If your spending time and resources on something very specialized you might not get a return on the investment. Some ways to combat that is add elements of what you really want to a solid foundation that all can enjoy.
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Shard
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« Reply #61 on: July 20, 2007, 02:01:06 pm »

On the challenge of MMOGs:
Having worked on a number of hobby projects and a few contest winners, I've certainly encountered games development hardships before. Our challenge with our current project is to implement intuitive but rewarding systems and to generate sufficient content to fill a vast world.

Our intuitive systems testing approach has basically been to ask avid gamers, games professionals, and others how they feel about each system. Once the graphic design for the UI is complete, for instance, I hope to post it in a number of places to obtain feedback.

The plan at Meatsauce Games is to compensate for our lack of 3D artists through incredible feats of procedural generation. Our constrained generation programs and subsequent feature identification and overlay programs are going to be an enormous programming task. Following the execution of our plan, we've yet another challenge ahead as we sift through tens of thousands of outputs and cull those that are undesirable.

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MechanicalMouse
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« Reply #62 on: April 16, 2008, 02:51:39 pm »

I'm wondering on the status of this project. I've downloaded the Multiverse tools and having a good play with it. I'm a minor Deity programmer and mediocre 2D artist. I've played with 3d modeling and world creation. I need to read up on Java and Python, but i should be of some assistance.

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Haltingpoint
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« Reply #63 on: April 17, 2008, 04:31:17 pm »

I think regardless of what engine is used, there needs to be an incredibly robust craft system.  One of the most disappointing things I find with pretty much all MMOs is that its all "collect X, Y and Z items and hit combine." A Tale in the Desert was a bit better, but really it was just moving sliders and such, no real skills involved.  I'd love to see something where you have to move the mouse to guide the blacksmith hammer, or that let you make your own etchings on things, etc.

Anybody know of any games with a killer craft system?
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Haltingpoint
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Riaghos Meridian
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« Reply #64 on: April 17, 2008, 06:44:18 pm »

Haltingpoint, you bring up a very good topic. I've done crafting in many a game, prominently in Star Wars Galaxies and WoW. Both are really pretty tedious and you have little say in the outcome. SWG on the other hand did have some variety in the end product, as rarer ores and metals and such yielded better end-product. I think I'll PM 5tephe to at least see where things are going on the project.

EDIT: I forgot to come the conclusion of my crafting rant. A friend of mine mentioned to me that he wished crafting was more involved, in that instead it would be more like a mini-game in of itself. I know droves of people who would rather just craft doing that and socialize and never do a single bit of combat in a game, but still get ample amount of fun. SWG allowed for that, and it was beautiful in that regard. So sad the rest of the game, save for the excellent space dogfighting, royally sucked.
« Last Edit: April 18, 2008, 06:12:06 pm by Riaghos Meridian » Logged

Ben Franklin's Electric Kite
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« Reply #65 on: April 18, 2008, 01:11:06 am »

I have never seen much appeal in MMORPGs, but I have long been an addict of their text-only precursors, MUDs, MUSHes, MUXen and MOOs. Though I'm not generally much for MUDs, because you tend to spend a great deal of time typing in 'kill monster' over and over again. MMORPGs tend to strike me as being fancy versions of that. They are limited by what people can program.

I favour MUSHes and MUXen, merely because those code-bases tend to be used to create more story-driven RPGs (and ones where you can tell if a player is 'in character' or not). They almost never have coded combat. They have dice and gamemasters (other players, not bots) instead. (Or in the case of some, not even that, people just decide the results.) So you don't type, 'kill monster.' You type ':hurls himself behind the iceburg and fires his whale gun at the strange aquatic nightgaunts.' followed by the command to roll virtual dice, (perhaps several sets, so you get to-hit and damage rolls) followed by another few sentances, this time describing the result (or perhaps the gamemaster enters that bit of text, depending on how the game is run) so you get scrolling text that goes something like:

Ben hurls himself behind the iceburg and fires his whale-gun at the strange aquatic nightgaunts.
[DICE] Ben rolls D20, and gets 18.
[DICE] Nightgaunts roll d20, and get 4.
[OOC] Gamemaster says, "They failed their dodge terribly, you hit them all, pose it."
The whale-pellet speeding from Ben's gun unfolds into a humpback in an instant, with a loud 'foomp!' that echoes across the ice field. The unfortunate cetacean emits a weird undulating cry that is cut short when it strikes the nightgaunt pack and the ice, forcefully exploding into an enormous pile of blood and blubber, burying the creatures.

And so forth. This is, I find, more fun, because what can happen in the game is limited only by the rules of the chosen fantasy-world and the player's imaginations and writing abilities.

Of course, this is text-only (though some have sound-effects, which are pretty lame really) and is terribly old-fashioned, being an 80's invention that's hardly changed a bit. What appears on your screen looks like you're playing Zork. And, if no other players are online, there's nothing to do and you have to sit around reading brassgoggles until somebody shows up.

There are a couple of steampunk MUXen about already. The only one I can name is 'Marvels of Steam', a Marvel-Universe Comics + Steampunk sort of thing.
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Riaghos Meridian
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« Reply #66 on: April 18, 2008, 01:22:47 am »

I tried playing a Middle-Earth theme MUD once, Elendor I think it was called? I never got out of Bree I don't believe. It just wasn't for me. I guess I was scared about making a fool of myself. However in MMO's, I do prefer RP servers or areas where RP is expected, as the maturity of the players is far higher, and people in general are a lot nicer.

Where do you normally play your MUSHes, Kite? IRC channels? Telnet?

Bringing this back to the topic, which this slight derail is still relevant: those of you who have played MMO's, do you find RP servers too 'carebear'-ish or do you notice the maturity as well? Perhaps this kindof steamMO project will bring more mature players than say WoW or Guild Wars does. I certainly miss the nights when I just log into SWG and spent hours RPing in my guild's cantina.
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Ben Franklin's Electric Kite
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« Reply #67 on: April 18, 2008, 01:42:28 am »

I remember Elendor. I would say it was unplayable.

I have never used an IRC channel. I think they are a different protocol entirely -- you could use one to play an RPG online, but it wouldn't be a MUSH. 'TinyMUSH' or 'MUX' or whatever (there are a lot of very similar ones) is the code-base -- somebody installs this thing on a machine that's always (or mostly always) connected to the internet, and then modifies it to be the game they want (adding the areas where you move around and paragraphs describing the place scroll up when you arrive, adding the dice-code, and a few other things they deem necessary or desirable, all of which is more or less icing).

When MUDs first appeared, one connected to them via telnet. You still can. But if you want to have a better time you download and install a 'MU* Client' program (SimpleMU or TinyFugue or any of maybe half a dozen other free programs) on your own computer and use that to connect to the game. The client formats the game's output for you to make it more readable, lets you enter your input in a separate chamber of the window, lets you recall old input with a hot-key combo so you can repeat yourself easily (as you sometimes have to do, if somebody you're playing with loses their connection and misses what you typed) and a bunch of other handy little features.

It's always puzzled me that the White Wolf game company (who have long known that their 'World of Darkness' games are often played online on MUSHes, and have long encouraged this practice) hasn't come up with their own little MU-client with a cool goth-y looking skin on it, and their own version of MUX that will only work with said client and has built-in dice-code for their game-mechanics, and sold that stuff on CD, and hosting for the games on their servers.
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MechanicalMouse
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« Reply #68 on: April 18, 2008, 10:35:33 am »

It was the Evil alure of MUSH that killed most of my Lab hours at University. Having been a keen roleplayer I see where Kite is comming from about MMO's.They are limited to the game rules and complexity of the code. I play Warcraft as a social experience, but I really hate it as a RPG.

There are MMO that have proper Game Masters, that can cret quests on the fly and add more depth to them. Dark and Light which I Beta tested had them, unfortunately it ran like a dog on my machine so I didn't realy get to enjoy it.

Interesting thing about White Wolf that some people might not know; They merged with the maker

s of EVE online and are planning to make a World of Darkness MMO. I have high hopes for this game, but my main worry is it will just as combat orientated as the PC games. A true WoD MMO would allow you to play, never hit anything yourself but still be the most feared player on the server.

Given EVE online's political underpinnings this could happen.

Vearing further to the edges of the track. Has anyone here ever used Fantasy Grounds http://www.fantasygrounds.com/. Its a rather niffty program that allows you to play Table top RPG over the internet.

And back on track.

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(null).exe
Guest
« Reply #69 on: April 18, 2008, 10:52:08 am »

As an avid White Wolfer, I actually did not know the EvE connection...

Unfortunately, it'll probably be a New WoD setting, which is crap...
Unless they go with Scion or Exalted, then that would be great fun!
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MechanicalMouse
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« Reply #70 on: April 18, 2008, 12:05:54 pm »

As an avid White Wolfer, I actually did not know the EvE connection...

Unfortunately, it'll probably be a New WoD setting, which is crap...
Unless they go with Scion or Exalted, then that would be great fun!

mind you kudos to WhiteWolf. They said there was going to be and end of the world, and they actually had an end of the world. bad from a production view, left them no choice but to make a new WoD. but the stuck to their guns
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Hepzibah Falkenheim
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« Reply #71 on: April 18, 2008, 12:40:13 pm »

*rasies hand*  MUDder here.  In fact, I'm logged into my world of choice right now, desc'ing a new area  Cheesy

I said it in the 'other' Steam-MMO thread, but may as well say it here too– I think a text-based environment would be a lot more manageable, more flexible ... and a leaves a lot more to the imagination. Also, if you can write– you can contribute, thus not limiting the dev staff to those with specialised skills like 3D modelling or coding.

Just my tuppence Smiley
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""When I was ten, I read fairy tales in secret and would have been ashamed if I had been found doing so. Now that I am fifty, I read them openly. When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."

-- C. S. Lewis, 1966"
Ethyl Cannes
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« Reply #72 on: April 18, 2008, 01:37:44 pm »

Oy, us text-based RPers are everywhere. How terrifying. My discovery of MUSHes in 1995 directly led to my dropping out of college the first time around :|

I am not a huge HUGE gamer these days, but would be happy to see/help out with any sort of Steampunk world. If it's text-based, I have some (very rusty) experience as a MUX/MUSH builder. If it's graphic, I could probably help with some concept design and possibly 3d modeling (architecture student...they sort of require that stuff these days).
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(null).exe
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« Reply #73 on: April 19, 2008, 09:35:04 am »

mind you kudos to WhiteWolf. They said there was going to be and end of the world, and they actually had an end of the world. bad from a production view, left them no choice but to make a new WoD. but the stuck to their guns
Oh kudos for sure! I loved the armaggedon books, they fit perfectly within WoD as it had existed. This whole "new WoD" crap that's come out since then is what I hate. Honestly, I think they should have just gone through armaggedon and stopped making corebooks. go the DnD route and start publishing more preconcieved adventure books or more scenarios, etc... New WoD was simply a hastily thought-up, poorly executed notion by the new management to continue expanding the profit margin instead of focusing on producing a quality product like they had been doing for the many years prior.
[/soapbox]
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Ben Franklin's Electric Kite
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« Reply #74 on: April 19, 2008, 09:34:06 pm »

Honestly, I think they should have just gone through armaggedon and stopped making corebooks. go the DnD route and start publishing more preconcieved adventure books or more scenarios, etc...

Oh, long ago they ought to have stopped ripping people off by making new editions every couple of years, and they ought to have stopped hindering player creativity by over-defining their game world with endless supplements and instead created more scenarios and maybe (inconcievable!) invented more new games.
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