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The Pub at MMORPG.COM  » To all sanbox MMO lover, this is how to make your dream MMO come true

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90 posts found
  zakiyawow

Apprentice Member

Joined: 2/28/10
Posts: 575

 
2/09/12 7:53:34 AM#61
Originally posted by LeegOfChldrn
Originally posted by Loktofeit
Originally posted by Vegetto

I think it's time i brushed up on some of these new engines that are out (some designed for MMOs, open source) and refresh on some of the new tools available (it's been a while, but from what i can see, alot of the work is done for you nowadays). See what's changed from couple years ago.

I'll do some research into availabe engines, I will pay myself beer and overtime at double rate on a friday :)

Here's a good list to start with:

 

Most of these are out dated and a joke among game developers. Realm Crafter? Multiverse? LOL...

You'd have a better time asking someone more knowledgable about game engines and middleware...someone who has a more updated list, lol...

Instead of saying that, wouldn't it be more helpful to post a list ? 

  AdamTM

Elite Member

Joined: 5/05/05
Posts: 1008

I'M PUNCHING YOUR SALAD!!!!

2/09/12 7:55:38 AM#62
Originally posted by LeegOfChldrn
Originally posted by AdamTM
Originally posted by Loktofeit
Originally posted by Vegetto


IT graduates would jump at the chance, i know i would have when i finished my degree with an EMPTY CV other than menial work. Graduates offer to work for free very regularly to have work experience.

That works in theory, not practice, unless the person is living at home and has no bills or other financial obligations. The reality is that these eager beavers chomping at the bit for experience are usually relatively unreliable and quickly disappear the minute they realise the obligation they have actually committed themselves to.

 

This is correct. I have never had a good run with "students" because they usually are completely inexperienced in the realities of any design project and life.

They finish school, move out of moms basement and think they are going to find a job AND make their dream-game in their off-time.

But then there is girlfriend, making food, cleaning and the cat needs to be fed. Realistically you can pull maybe 4hours out of your day where you can do something productive on a side-project, and thats when you sacrifice all of your free time.

And i can tell you, once the initial enchantment of a new project wears off and you get into meniacle work, they will jump ship immediately and go back to hoping for making it big one day.

From my class of 20 people, only 7 graduated, and 2 are working actively in their jobs (this is including me). The other 5 have varying jobs from being a truck-driver to coaching football teams.

 

Programming is not for everyone. Out of my brother's original class of 80, only 6 graduated.

Every job is not for everyone.

PS: I'm a Graphics Designer

  LeegOfChldrn

Advanced Member

Joined: 10/11/11
Posts: 324

2/09/12 8:03:11 AM#63
Originally posted by zakiyawow
Originally posted by LeegOfChldrn
Originally posted by Loktofeit
Originally posted by Vegetto

I think it's time i brushed up on some of these new engines that are out (some designed for MMOs, open source) and refresh on some of the new tools available (it's been a while, but from what i can see, alot of the work is done for you nowadays). See what's changed from couple years ago.

I'll do some research into availabe engines, I will pay myself beer and overtime at double rate on a friday :)

Here's a good list to start with:

 

Most of these are out dated and a joke among game developers. Realm Crafter? Multiverse? LOL...

You'd have a better time asking someone more knowledgable about game engines and middleware...someone who has a more updated list, lol...

Instead of saying that, wouldn't it be more helpful to post a list ? 

Absolutely. That also would require a serious investment of my time and effort if I were to do it.

While I do not like this saying, hate people who say it, and it typically is used inappropriately when the answer would only take a few seconds or minutes...in this situation it would take me hours to provide what I would feel is an accurate, up to date amount of information.

"Have you ever heard of Google?"

 

It's not that the list was bad, but that some of those in the list are god-awful choices and jokes among even newbie developers. The only one I would even place in my own list would be Hero Engine. For me to come up with a list that is greater than a handful of engines or middleware would take too much of my time, and I truly don't care that much.

Honestly, if he wants to get serious about it, my NOT helping is beneficial. Only those committed enough to "google it" themselves, without help from mmorpg.com forums (TROLOLOLOLOL...) will ever have even a small chance of succeeding.

 

I honestly would suggest NOT using an engine, unless Hero Engine happens to be a great choice for you. There ARE however plenty of wonderful frameworks or server middleware (Such as PHOTON) which could serve as a solution for the MMO part of the RPG.

These solutions are often FREE up to 25/50/100 simultaneous users. After these numbers, there is a sliding scale of payment per license. Honestly though, if you get above 25/50/100 then you can easily afford them.

  Vegetto

Novice Member

Joined: 7/07/04
Posts: 826

2/09/12 8:08:12 AM#64

Then again alot of the big name MMOs out and coming out are using existing FPS engines, such as Crytek, Unreal, Hero (RPG one).

Such as SWTOR, they bought Hero before it was complete, undocumented, uncommented, unoptimized and not for sale hahah. They just got some unfinished source code and adapted it, hence why SWTOR is..ahem...limited in ways, just feels like a damn mod to me lol.

But i think buying an engine license at some level then modding it is so much easier than somehow making one from scratch, i personally wouldn't be able to get my head around the scope of that.

  AdamTM

Elite Member

Joined: 5/05/05
Posts: 1008

I'M PUNCHING YOUR SALAD!!!!

2/09/12 8:23:19 AM#65
Originally posted by Vegetto

Then again alot of the big name MMOs out and coming out are using existing FPS engines, such as Crytek, Unreal, Hero (RPG one).

Such as SWTOR, they bought Hero before it was complete, undocumented, uncommented, unoptimized and not for sale hahah. They just got some unfinished source code and adapted it, hence why SWTOR is..ahem...limited in ways, just feels like a damn mod to me lol.

But i think buying an engine license at some level then modding it is so much easier than somehow making one from scratch, i personally wouldn't be able to get my head around the scope of that.

The problem with engines like Cryengine or Unreal is that they are not natively made to run an MMO environment.

There is significant work in "modding" (i would even say -rewriting-) parts of the engine to handle it. If you do not have the technical know-how you will fail. People heavily underestimate the work that goes into that.

The solutions that these companies come up with are of course proprietary and not open source, so you will not even be able to benefit from their experience, or learn from their setup.

 

The problem usually is that most MMORPG frameworks do not sport very good graphics engines, and vice versa, good graphics engines do not sport a good MMORPG framework. Especially UDK and unreal 3 scales horribly with open worlds out of the box, its primarily an FPS engine. It has severe texture-streaming issues on large maps/zones.

Source for example can be used, but only with a lot of instancing (Vindictus).

Thats why most big companies either code their own engine or have to heavily mod an existing engine which you need significant knowledge of, a student or amateur should probably not touch it.

  LeegOfChldrn

Advanced Member

Joined: 10/11/11
Posts: 324

2/09/12 8:24:50 AM#66
Originally posted by Vegetto

Then again alot of the big name MMOs out and coming out are using existing FPS engines, such as Crytek, Unreal, Hero (RPG one).

Such as SWTOR, they bought Hero before it was complete, undocumented, uncommented, unoptimized and not for sale hahah. They just got some unfinished source code and adapted it, hence why SWTOR is..ahem...limited in ways, just feels like a damn mod to me lol.

But i think buying an engine license at some level then modding it is so much easier than somehow making one from scratch, i personally wouldn't be able to get my head around the scope of that.

Well, I think that if someone wants to make a 3D game like WoW or SWTOR or any MMORPG really, they should probably be experienced enough to get their head around the scope of creating an engine (it's much simpler than you'd think) than to try to make one with an engine.

Actually, an engine isn't really all that much. Depending on the engine of course, but most of literally just ways to handle the very basic things such as handling graphics and keyboard/mouse input. Regular code handles those exact same things, and frameworks help a lot.

 

IMO, engines are worse because they LIMIT you, often in severe ways. Other times an engine may do a lot of what you want, but you still have to change it to fit your needs, and you may not be able to. Engines (like Unity) are also horrible with performance and have all sorts of bugs which you cannot fix without the source code-- and even then why are you fixing it if you payed for it? Finally, you have to deal with working with an engine you didn't create, which means you are at the mercy of other people's code, other people's mistakes, other people's style.

Maybe it's just me (and everyone else, lol) but engines are mostly for newbies or people who want to prototype really fast. Engines such as Unity3D are great...for newbies. Any real developer laughs at Unity engine and facepalms at the discussion of it. It really depends on the scope of your project. An engine like Unity or Torque is great for something small.

REAL game engines cost A LOT of money. The reason Unity/Torque are so cheap is because they're game engines tailored to the non-programmer or casual developer. This is why they are a joke. Multiverse isn't a joke, but it is a failure. It isn't as popular as they had hoped, and I've heard not-so-good-things about working with it. RealmCrafter is a joke though.

 

Once you get seriously into it you see that game engines like Unity are just basic engines with tons of shiny bells and whistles, and realize you don't need 99% of that crap. Making an engine isn't too hard with the powerful frameworks at your disposal. Engines aren't that complex when you don't use the majority of their features. They take a lot to build and a huge team to maintain because of the numerous features within each engine because that one engine has to cater to all sorts of games and developers.

 

It's pretty simple. In all honesty it's all said very well in the single line, "Game engines [like Unity] are for newbs." Something like the Hero Engine is an engine that is typically very, very expensive, so that's quite different. Hence why it is on my list.

  LeegOfChldrn

Advanced Member

Joined: 10/11/11
Posts: 324

2/09/12 8:27:43 AM#67
Originally posted by AdamTM
Originally posted by Vegetto

Then again alot of the big name MMOs out and coming out are using existing FPS engines, such as Crytek, Unreal, Hero (RPG one).

Such as SWTOR, they bought Hero before it was complete, undocumented, uncommented, unoptimized and not for sale hahah. They just got some unfinished source code and adapted it, hence why SWTOR is..ahem...limited in ways, just feels like a damn mod to me lol.

But i think buying an engine license at some level then modding it is so much easier than somehow making one from scratch, i personally wouldn't be able to get my head around the scope of that.

The problem with engines like Cryengine or Unreal is that they are not natively made to run an MMO environment.

There is significant work in "modding" (i would even say -rewriting-) parts of the engine to handle it. If you do not have the technical know-how you will fail. People heavily underestimate the work that goes into that.

The solutions that these companies come up with are of course proprietary and not open source, so you will not even be able to benefit from their experience, or learn from their setup.

 

The problem usually is that most MMORPG frameworks do not sport very good graphics engines, and vice versa, good graphics engines do not sport a good MMORPG framework. Especially UDK and unreal 3 scales horribly with open worlds out of the box, its primarily an FPS engine. It has severe texture-streaming issues on large maps/zones.

Source for example can be used, but only with a lot of instancing (Vindictus).

Thats why most big companies either code their own engine or have to heavily mod an existing engine which you need significant knowledge of, a student or amateur should probably not touch it.

Which is why I've heard wonders about Hero Engine, which is surprisingly free now :O

I have to give props to the Hero Engine people. Their move to make it free (ish) is phenominal and a huge step forward in the gaming industry.

Unfortunately for a 2D MMORPG (what I'm making) the developers of Hero Engine told me I'm better off slitting my wrists than trying to make a 2D MMORPG with their engine. (Just kidding; they said it would be significantly easier to just go pure 2D and code it myself than to alter their code and pay for their source)

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2064

2/09/12 8:31:55 AM#68

I am making my own engine for my game. I don't think most current engines can support all of the features I need. Some may support some but not others and another may support others but not sum but, that means none of them will work.

  LeegOfChldrn

Advanced Member

Joined: 10/11/11
Posts: 324

2/09/12 8:33:52 AM#69
Originally posted by Cuathon

I am making my own engine for my game. I don't think most current engines can support all of the features I need. Some may support some but not others and another may support others but not sum but, that means none of them will work.

Really, it seems the only thing game engines DO support are 3D graphics (if that...lol...since they're sometimes so problematic or buggy with certain formats).

Most game engines you have to still do 99.99% of the work anyway, so I no longer see the appeal of using someone else's engine over coding your own.

  AdamTM

Elite Member

Joined: 5/05/05
Posts: 1008

I'M PUNCHING YOUR SALAD!!!!

2/09/12 8:36:00 AM#70
Originally posted by LeegOfChldrn
Originally posted by AdamTM
Originally posted by Vegetto

Then again alot of the big name MMOs out and coming out are using existing FPS engines, such as Crytek, Unreal, Hero (RPG one).

Such as SWTOR, they bought Hero before it was complete, undocumented, uncommented, unoptimized and not for sale hahah. They just got some unfinished source code and adapted it, hence why SWTOR is..ahem...limited in ways, just feels like a damn mod to me lol.

But i think buying an engine license at some level then modding it is so much easier than somehow making one from scratch, i personally wouldn't be able to get my head around the scope of that.

The problem with engines like Cryengine or Unreal is that they are not natively made to run an MMO environment.

There is significant work in "modding" (i would even say -rewriting-) parts of the engine to handle it. If you do not have the technical know-how you will fail. People heavily underestimate the work that goes into that.

The solutions that these companies come up with are of course proprietary and not open source, so you will not even be able to benefit from their experience, or learn from their setup.

 

The problem usually is that most MMORPG frameworks do not sport very good graphics engines, and vice versa, good graphics engines do not sport a good MMORPG framework. Especially UDK and unreal 3 scales horribly with open worlds out of the box, its primarily an FPS engine. It has severe texture-streaming issues on large maps/zones.

Source for example can be used, but only with a lot of instancing (Vindictus).

Thats why most big companies either code their own engine or have to heavily mod an existing engine which you need significant knowledge of, a student or amateur should probably not touch it.

Which is why I've heard wonders about Hero Engine, which is surprisingly free now :O

I have to give props to the Hero Engine people. Their move to make it free (ish) is phenominal and a huge step forward in the gaming industry.

Unfortunately for a 2D MMORPG (what I'm making) the developers of Hero Engine told me I'm better off slitting my wrists than trying to make a 2D MMORPG with their engine. (Just kidding; they said it would be significantly easier to just go pure 2D and code it myself than to alter their code and pay for their source)

This all depends on how flexible Hero is.

In the sense of "how easy can it be modded without being a programmer with 10 years experience". I've seen what game design schools offer in programming classes, and what private schools offer in their programming classes, and those are not sufficient to scratch the surface of an engine like Hero.

If Hero out of the box is essentially "WoW Maker 2000" this gives us nothing. If its flexible enough to support different playstyles than tab-target for example or world-interaction with physics then yes we can talk about it being a step forward.

From your last line i expect the engine to be rather inflexible.

 

PS: Did you try Eclipse?

  Vegetto

Novice Member

Joined: 7/07/04
Posts: 826

2/09/12 8:36:34 AM#71

Hmm i see what you mean, but if Big World Tech does, like it says, offer the source with it in Python, i would hope it's very well commented. To me, in theory, it would seem easier to cut and add what i wanted than code it all from scratch. i.e. mod-test-mod-test,etc.

Had a look at Hero, i think Hero Cloud is the MMO solution, but it is odd how it suggests it is free, but i just can't see that being the case, they actually ask for you to give them a week to 'setup your world and servers'. Eh? For free? But then they say this:

Licensing fee:

Free, including access for up to 99 developers. Once (or if) your game is published and begins making money, we keep 30% of revenue.

Interesting...

Edit: Oh and now i have got the idea in my head, so i gotta try it now and i get obsessive until i get the end product...great lol :). Good job i get all the software for free due to old Uni being affiliate with Autodesk and such heh.

  MMOExposed

Spotlight Poster

Joined: 6/17/10
Posts: 3350

2/09/12 9:06:14 AM#72
Originally posted by LeegOfChldrn
Originally posted by AdamTM
Originally posted by Vegetto

Then again alot of the big name MMOs out and coming out are using existing FPS engines, such as Crytek, Unreal, Hero (RPG one).

Such as SWTOR, they bought Hero before it was complete, undocumented, uncommented, unoptimized and not for sale hahah. They just got some unfinished source code and adapted it, hence why SWTOR is..ahem...limited in ways, just feels like a damn mod to me lol.

But i think buying an engine license at some level then modding it is so much easier than somehow making one from scratch, i personally wouldn't be able to get my head around the scope of that.

The problem with engines like Cryengine or Unreal is that they are not natively made to run an MMO environment.

There is significant work in "modding" (i would even say -rewriting-) parts of the engine to handle it. If you do not have the technical know-how you will fail. People heavily underestimate the work that goes into that.

The solutions that these companies come up with are of course proprietary and not open source, so you will not even be able to benefit from their experience, or learn from their setup.

 

The problem usually is that most MMORPG frameworks do not sport very good graphics engines, and vice versa, good graphics engines do not sport a good MMORPG framework. Especially UDK and unreal 3 scales horribly with open worlds out of the box, its primarily an FPS engine. It has severe texture-streaming issues on large maps/zones.

Source for example can be used, but only with a lot of instancing (Vindictus).

Thats why most big companies either code their own engine or have to heavily mod an existing engine which you need significant knowledge of, a student or amateur should probably not touch it.

Which is why I've heard wonders about Hero Engine, which is surprisingly free now :O

I have to give props to the Hero Engine people. Their move to make it free (ish) is phenominal and a huge step forward in the gaming industry.

Unfortunately for a 2D MMORPG (what I'm making) the developers of Hero Engine told me I'm better off slitting my wrists than trying to make a 2D MMORPG with their engine. (Just kidding; they said it would be significantly easier to just go pure 2D and code it myself than to alter their code and pay for their source)

Hero Engine seem awesome. doesnt SWTOR run off it?

Rift runs Gamebyro. But kinda worried about that.

  MMOExposed

Spotlight Poster

Joined: 6/17/10
Posts: 3350

2/09/12 9:13:09 AM#73
Originally posted by zakiyawow
Originally posted by LeegOfChldrn
Originally posted by Loktofeit
Originally posted by Vegetto

I think it's time i brushed up on some of these new engines that are out (some designed for MMOs, open source) and refresh on some of the new tools available (it's been a while, but from what i can see, alot of the work is done for you nowadays). See what's changed from couple years ago.

I'll do some research into availabe engines, I will pay myself beer and overtime at double rate on a friday :)

Here's a good list to start with:

 

Most of these are out dated and a joke among game developers. Realm Crafter? Multiverse? LOL...

You'd have a better time asking someone more knowledgable about game engines and middleware...someone who has a more updated list, lol...

Instead of saying that, wouldn't it be more helpful to post a list ? 

yeah i am interested in some of the free engines. hero takes 3 days to start.

I been clearing up my PC for it. just deleted World of Warcraft to make some room. Hope I dont have to delete GW1 next and Rift.

  Vegetto

Novice Member

Joined: 7/07/04
Posts: 826

2/09/12 9:13:45 AM#74

Wow @ Hero Engine is all i can say after looking through the features: Not the engine itself, but the development tools. That's fecking crazy, so slick. How customizable is it though is the question.

Game Systems

  MMOExposed

Spotlight Poster

Joined: 6/17/10
Posts: 3350

2/09/12 9:16:17 AM#75
Originally posted by Vegetto

Hmm i see what you mean, but if Big World Tech does, like it says, offer the source with it in Python, i would hope it's very well commented. To me, in theory, it would seem easier to cut and add what i wanted than code it all from scratch. i.e. mod-test-mod-test,etc.

Had a look at Hero, i think Hero Cloud is the MMO solution, but it is odd how it suggests it is free, but i just can't see that being the case, they actually ask for you to give them a week to 'setup your world and servers'. Eh? For free? But then they say this:

Licensing fee:

Free, including access for up to 99 developers. Once (or if) your game is published and begins making money, we keep 30% of revenue.

Interesting...

Edit: Oh and now i have got the idea in my head, so i gotta try it now and i get obsessive until i get the end product...great lol :). Good job i get all the software for free due to old Uni being affiliate with Autodesk and such heh.

whats your game idea?

  Vegetto

Novice Member

Joined: 7/07/04
Posts: 826

2/09/12 9:22:03 AM#76


Originally posted by MMOExposed


Originally posted by Vegetto
Hmm i see what you mean, but if Big World Tech does, like it says, offer the source with it in Python, i would hope it's very well commented. To me, in theory, it would seem easier to cut and add what i wanted than code it all from scratch. i.e. mod-test-mod-test,etc.
Had a look at Hero, i think Hero Cloud is the MMO solution, but it is odd how it suggests it is free, but i just can't see that being the case, they actually ask for you to give them a week to 'setup your world and servers'. Eh? For free? But then they say this:
Licensing fee:
Free, including access for up to 99 developers. Once (or if) your game is published and begins making money, we keep 30% of revenue.
Interesting...
Edit: Oh and now i have got the idea in my head, so i gotta try it now and i get obsessive until i get the end product...great lol :). Good job i get all the software for free due to old Uni being affiliate with Autodesk and such heh.


whats your game idea?

Nah i'm not that naive, i'm going to see what i can develop ad hoc with those tools.
But Hero...i mean seriously i have never seen such a complete game solution in my life. The license isn't free, but on HeroCloud it is...providing they get 30% revenue IF you sell the game.

And you know whats funnier, half of the features the engine has SWTOR doesn't, as they bought the code unfinished. Day/Night cycle, character creation with morphing features, 'not shit' AI pathfinding. Thumbs up EA, dumbasses :)

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2064

2/09/12 9:23:40 AM#77
Originally posted by Vegetto

 


Originally posted by MMOExposed


Originally posted by Vegetto
Hmm i see what you mean, but if Big World Tech does, like it says, offer the source with it in Python, i would hope it's very well commented. To me, in theory, it would seem easier to cut and add what i wanted than code it all from scratch. i.e. mod-test-mod-test,etc.
Had a look at Hero, i think Hero Cloud is the MMO solution, but it is odd how it suggests it is free, but i just can't see that being the case, they actually ask for you to give them a week to 'setup your world and servers'. Eh? For free? But then they say this:
Licensing fee:
Free, including access for up to 99 developers. Once (or if) your game is published and begins making money, we keep 30% of revenue.
Interesting...
Edit: Oh and now i have got the idea in my head, so i gotta try it now and i get obsessive until i get the end product...great lol :). Good job i get all the software for free due to old Uni being affiliate with Autodesk and such heh.



whats your game idea?

 

Nah i'm not that naive, i'm going to see what i can develop ad hoc with those tools.
But Hero...i mean seriously i have never seen such a complete game solution in my life. The license isn't free, but on HeroCloud it is...providing they get 30% revenue IF you sell the game.

And you know whats funnier, half of the features the engine has SWTOR doesn't, as they bought the code unfinished. Day/Night cycle, character creation with morphing features, 'not shit' AI pathfinding. Thumbs up EA, dumbasses :)


Hero Engine is pretty limited in what it can do outside of themepark games but, for those its great.

  Vegetto

Novice Member

Joined: 7/07/04
Posts: 826

2/09/12 9:28:58 AM#78


Originally posted by Cuathon


Originally posted by Vegetto
 



Originally posted by MMOExposed




Originally posted by Vegetto
Hmm i see what you mean, but if Big World Tech does, like it says, offer the source with it in Python, i would hope it's very well commented. To me, in theory, it would seem easier to cut and add what i wanted than code it all from scratch. i.e. mod-test-mod-test,etc.
Had a look at Hero, i think Hero Cloud is the MMO solution, but it is odd how it suggests it is free, but i just can't see that being the case, they actually ask for you to give them a week to 'setup your world and servers'. Eh? For free? But then they say this:
Licensing fee:
Free, including access for up to 99 developers. Once (or if) your game is published and begins making money, we keep 30% of revenue.
Interesting...
Edit: Oh and now i have got the idea in my head, so i gotta try it now and i get obsessive until i get the end product...great lol :). Good job i get all the software for free due to old Uni being affiliate with Autodesk and such heh.




whats your game idea?



 
Nah i'm not that naive, i'm going to see what i can develop ad hoc with those tools.
But Hero...i mean seriously i have never seen such a complete game solution in my life. The license isn't free, but on HeroCloud it is...providing they get 30% revenue IF you sell the game.
And you know whats funnier, half of the features the engine has SWTOR doesn't, as they bought the code unfinished. Day/Night cycle, character creation with morphing features, 'not shit' AI pathfinding. Thumbs up EA, dumbasses :)

Hero Engine is pretty limited in what it can do outside of themepark games but, for those its great.


Yeh i kinda thought that. But i think you could still add the depth we want, would be interesting to see just what you could do (if at all) with a crafting mechanic. I think i need to read the actual documentation first, but i'm going to order HeroCloud now and setup the dev space.

What kinda puts me off is this bit:

SUBMIT THE INFORMATION BELOW

WAIT 24 TO 48 HOURS FOR YOUR SERVER TO COME ONLINE

MAKE YOUR GAME USING THE HEROENGINE

BECOME RICH AND FAMOUS

Don't patronise me you tossers lol.

  MMOExposed

Spotlight Poster

Joined: 6/17/10
Posts: 3350

2/09/12 9:33:00 AM#79
Originally posted by Vegetto

 


Originally posted by MMOExposed


Originally posted by Vegetto
Hmm i see what you mean, but if Big World Tech does, like it says, offer the source with it in Python, i would hope it's very well commented. To me, in theory, it would seem easier to cut and add what i wanted than code it all from scratch. i.e. mod-test-mod-test,etc.
Had a look at Hero, i think Hero Cloud is the MMO solution, but it is odd how it suggests it is free, but i just can't see that being the case, they actually ask for you to give them a week to 'setup your world and servers'. Eh? For free? But then they say this:
Licensing fee:
Free, including access for up to 99 developers. Once (or if) your game is published and begins making money, we keep 30% of revenue.
Interesting...
Edit: Oh and now i have got the idea in my head, so i gotta try it now and i get obsessive until i get the end product...great lol :). Good job i get all the software for free due to old Uni being affiliate with Autodesk and such heh.



whats your game idea?

 

Nah i'm not that naive, i'm going to see what i can develop ad hoc with those tools.
But Hero...i mean seriously i have never seen such a complete game solution in my life. The license isn't free, but on HeroCloud it is...providing they get 30% revenue IF you sell the game.

And you know whats funnier, half of the features the engine has SWTOR doesn't, as they bought the code unfinished. Day/Night cycle, character creation with morphing features, 'not shit' AI pathfinding. Thumbs up EA, dumbasses :)

oh come on,,, tell us

  LeegOfChldrn

Advanced Member

Joined: 10/11/11
Posts: 324

2/09/12 9:34:11 AM#80
Originally posted by AdamTM
Originally posted by LeegOfChldrn
Originally posted by AdamTM
Originally posted by Vegetto

Then again alot of the big name MMOs out and coming out are using existing FPS engines, such as Crytek, Unreal, Hero (RPG one).

Such as SWTOR, they bought Hero before it was complete, undocumented, uncommented, unoptimized and not for sale hahah. They just got some unfinished source code and adapted it, hence why SWTOR is..ahem...limited in ways, just feels like a damn mod to me lol.

But i think buying an engine license at some level then modding it is so much easier than somehow making one from scratch, i personally wouldn't be able to get my head around the scope of that.

The problem with engines like Cryengine or Unreal is that they are not natively made to run an MMO environment.

There is significant work in "modding" (i would even say -rewriting-) parts of the engine to handle it. If you do not have the technical know-how you will fail. People heavily underestimate the work that goes into that.

The solutions that these companies come up with are of course proprietary and not open source, so you will not even be able to benefit from their experience, or learn from their setup.

 

The problem usually is that most MMORPG frameworks do not sport very good graphics engines, and vice versa, good graphics engines do not sport a good MMORPG framework. Especially UDK and unreal 3 scales horribly with open worlds out of the box, its primarily an FPS engine. It has severe texture-streaming issues on large maps/zones.

Source for example can be used, but only with a lot of instancing (Vindictus).

Thats why most big companies either code their own engine or have to heavily mod an existing engine which you need significant knowledge of, a student or amateur should probably not touch it.

Which is why I've heard wonders about Hero Engine, which is surprisingly free now :O

I have to give props to the Hero Engine people. Their move to make it free (ish) is phenominal and a huge step forward in the gaming industry.

Unfortunately for a 2D MMORPG (what I'm making) the developers of Hero Engine told me I'm better off slitting my wrists than trying to make a 2D MMORPG with their engine. (Just kidding; they said it would be significantly easier to just go pure 2D and code it myself than to alter their code and pay for their source)

This all depends on how flexible Hero is.

In the sense of "how easy can it be modded without being a programmer with 10 years experience". I've seen what game design schools offer in programming classes, and what private schools offer in their programming classes, and those are not sufficient to scratch the surface of an engine like Hero.

If Hero out of the box is essentially "WoW Maker 2000" this gives us nothing. If its flexible enough to support different playstyles than tab-target for example or world-interaction with physics then yes we can talk about it being a step forward.

From your last line i expect the engine to be rather inflexible.

 

PS: Did you try Eclipse?

Eclipse = Ewwww????

 

From what I saw anyway. I deal in high resolution 2D graphics and Eclipse requires a maximum of a ridiculous like.... 64x64 sprites? Something laughable, and they have to fit inside that resolution so they can't be varying frame size variations.

I didn't look too much into it though, and heard it was open source.

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