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Obduction Backer |
Joined: Tue May 09, 2006 12:11 am Posts: 2633
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Wow..just...wow.. I don't even know where to begin with this.
Quote: First, it would be easier for new age writers to create content and get it into a system. They would be able to use up to date modeling software that can be legally used for their projects (except for the Cyan license issue) rather than try to hunt down old software that can no longer be licensed. Use of new platforms provides support for Windows, Mac, tablets, and mobile devices without having to do much more than make an output selection.
Easier is a subjective term. True that specific version of Max is hard to get but other systems present their own issues, having to learn an all new program, complete lack of documentation for said program. That of course comes after you have to port all of MOULa to this new engine which quite frankly is a mammoth task and is not going to happen.
Quote: There are numerous reasons that those developing new games use the new platforms over the old Plasma engine. What new game developer is using Plasma? How many are using Unreal, Unity, Cry? Notice a pattern?
I do, one is an in house engine that has been rather flawed from the get go and is now over 10 years old. The other is an engine that runs on subscription/licenses that is constantly updated and improved with each new release. It's like expecting a model T ford to hold its own against a Bugatti.
What new game developer is using the engine Pong was written on?
Quote: What would help Cyan is the fact that with the new platforms, Cyan would not need to run game server. They would not need to deal with fan content. All their concerns could be handled in a license agreement. If we can ever get a license agreement from Cyan, fans can do it all. So, most all the issues that hold back fan development of MOUL and burn up Cyan time could be resolved.
So, by allowing the use of other platforms it does solve most of Cyan’s issues and offers much faster pathways for the addition of fan content.
But Cyan wants to run a sever...we wouldn't have MOULa if they didn't and they certainly wouldn't have approached us about the Intangibles project. Fan content does involve licenses..it always has, that is what FCALS are.
Using other platforms does not solve most of Cyan's issues and it certainly doesn't allow for a faster pathway for additions of content and here is why...
You will have to port an entire game to a new engine. Oh sure you could probably import the Age models into whatever platform you are using, but then you may find you have to reapply every texture, vertex painted areas, lighting, collision. Then..because we are now using a different platform.. all the things that make the game are now broken. Avatar animation triggers, levers, doors, animations, KI, Nexus, Great Zero, Journals, maps, and letters. All of this will need to be redone and fixed. New engine...new physics. So all those little numerical tweaks they had to do back when they switched from Havok to PhysX...yeah those will have to be done again. Oh and if the new engine uses different water values instead of wavesets..well we're going to have to replace all of those too. Of course there are the imagers as well and how players interact with that, if the new engine doesn't support it that will have to be redone. The Cleft, Gahreesen, Teledahn, Kemo, Gira, Watchers Pub, Er'cana, Ahnonay Catherdral, Ahnonay, Sphere 1, 2, 3, 4, Delin, Tsogahl, Minkata, Jalak, Ae'gura, Kirel, The Hoods, The Great Zero, Relto... the list goes on, all of these would require a ridiculous amount of fixing.
You know what is holding up the first fan Age from getting onto the MOULa server at the moment? Some scripting for the Maintainer Nexus. That's it.. we already have MOULa compatible Ages and locations ready to go.
Quote: Gee… How much connection was there between Obduction and Unity? How much connection was there between the platforms Cyan is using now to port their games to mobile devices? Staying with old software and conforming to the limitations of a legacy game just adds unnecessary restriction and complications. After 11 years with Second Life even Linden Lab has started building a new world from scratch. And they are maintaining Second Life with almost weekly server and client releases along with adding features and a constant stream of bug fixes.
None, Obduction runs on Unreal 4. Incidentally, aside from Uru they also used Plasma for EoA and Hex Isle. But in the case of MOULa it's not a case of staying with old software for the sake of it..it's staying with old software because that is what the game is on. As I touched upon above porting MOULa to something else is not easier, or quicker. You would in effect be remaking the entire game over again...
Quote: People are free to use the Plasma Engine. They just have to be willing to use old and often unlicensed software to do it. The alternative is to figure out the maze of gotchas involved in working with newer software and porting back to Plasma.
I’m not sure what is odd about considering porting to new platforms/engines. Cyan has and is doing it. Fans here have done it. We just haven’t been able to talk Cyan into licensing the already completed work.
What is odd is sticking with a system that puts so many roadblocks in the way.
No they don't have to be willing to do that. As mentioned elsewhere Max is not the only avenue for content creation. Blender is easily available with plenty of documentation for Age creation. The Guild of Writers have developed a conversion program (forget the name..Transistor..Translator? something like that) which will convert UruCC stuff to MOULa stuff. I can't comment on how well it works as I've never used it. The GoW is also working on Kormahn which is Blender based that supports UruCC and MOULa content construction.
Quote: I can agree with you and lunanne on Cyan’s intent and that they did what was expedient at the time. But, we have years of results and we now know what it encourages.
Slightlybartfast updates us on Autodesk’s licensing. Technically an honest person that is not a legitimate student cannot develop using their old software. And the plugin for Max 2012 has its issues, which is another problem for those new to building for MOUL.
It is possible to build for MOULa. But, as it is now it is like learning Latin, a dead language almost no can speak, to write a book. It is much easier to write in a common day language where there is a wealth of tutorials, classes, and communities to help a person.
It is like learning Latin in the sense that you are learning something new...but that is far as it goes. I learned Age building in 6 months, and release Fahets and Cass. I did this by following the wealth of tutorials and guides found on the GoW wiki and forums. Whilst admittedly my content has little in the terms of interactivity (which I am learning to add..again with the wealth of information over at the GoW), people seem to like what I product. The only aspect to my content creation that I didn't get from GoW tutorials was an understanding of D'ni lore (which I picked up from the games anyway) and my background in art and design. The Latin comparison is a flawed one, but if you wish to keep it, in this case Latin is not dead but a well documented language. The forums, wiki, IRC all have help, advice, tutorials and guides to help people start building. In my opinion the only thing that's been keeping building back is their lack of desire.
Quote: After years of listening to the mantra that fan content is coming, enough people have given up we are reaching a point where donations are barely supporting the server costs. Something needs to change.
Well, driving off (directed in general to the community here) most of the content creators over the years with hostilities has only set all this further and further back. Heck if this intangibles project didn't involve the Ages/areas it did I'd not be working on it I'd still be building my own stuff for UruCC in my quiet corner where I don't have to deal with the drama that has unfortunately enveloped Age building over the years.
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