• Advertisement
Sign in to follow this  

WYSIWYG MMO creator due out

This topic is 4672 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

This post is either going to get the most flames in history...or make a lot of people happy. Its a running cliche around here that people come in to want to make an MMO and have no clue what the workload is - not contributing anything themselves. There are multiple stickies for just this occasion. The RealmCrafter from Solstar Studios is planning on releasing a WYSIWYG MMO creator. Of course the number of man hours on good content...something worthplaying will still be high, but games will be possible right out of the box. It uses Blitz3d and BlitzBasic as its underpinnings, so anything really unique will need someone who knows those languages. Tools include: A World editor, used to put together game areas and levels, place scripts on actors, set event triggers and waypoints, place NPC's and monsters, and designate area transitions in the virtual world. A Terrain Editor that creates mesh terrain real-time and uses a spray paint technique of map texturing. The Actor Editor is the editor you use to add all playable characters, monsters, bosses and NPCs to your game. T The Particle Editor is the editor you use to design the particle system effects for your game. You can set up different effects to be used by the World Editor, the scripting language, or other parts of the engine. The Item editor is used to design the items that you want in your game. These items could be anything from magical swords to laser guns, potions to med packs. Attributes of each item can be set using this editor. The scripting Editor is the tool you would use to design your scripts written in the powerful Realm Crafter scripting language. scripts are used to customize your game by adding behaviors, attributes, actions to actors and the game world. If you really have coding skill, you can use BlitzBasic and Blitz3d to begin altering source code and make your game highly unique. No, Im not selling the software LOL...just thought others might be interested in finding out about it. With the number of people who will buy the software, only certain games will stand out from the pack based on storyline, art assets, and the actual content. Hope this perks someone's interest. After working on our project with slow results, it definitely perked ours. Have fun, - Vanquish [Edited by - Vanquish on April 25, 2005 12:44:13 PM]

Share this post


Link to post
Share on other sites
Advertisement
This has been spammed all over gamedev.org and devmaster.net. Now it's coming over here.

For such a groundbreaking product, the website certainly sucks, and before it was changed it had images of 3DCafe models and the Blitz3D editor.

Share this post


Link to post
Share on other sites
sorry hadnt seen it here. in fact, looking back at least 2 pages I dont see it in the topic either here or other general areas.

not my intention to add to the spam. sorry.

Share this post


Link to post
Share on other sites
Definitely. And it will be interesting to see if these RC games follow that model of distribution.

Just how many people will make decent games?
Of those how many will get exposure?
Of that how many will "blow up"?

Will this usher in an age of personal MMOs for a clan...bring back (fond for me) intimate DMing?

Or will this get wholly unused?

Im highly curious.

Share this post


Link to post
Share on other sites
Dont quite remember "3d game maker"...I vaguely remember chuckling at a book at Barnes & Noble by a similar name.

TBH if you really look at the editors included, they dont look half bad. And if you really can create a game with their included assets, Im wondering how far it might take off?

To be sure projects that have unique assets and people who can script and code Blitzlang will be much better, but whats to stop this from becoming the new darling of the mod community?

I remember fondly the days of table top gaming...Im wondering if this can bring back that feel. Perhaps thats too far a stretch.

Share this post


Link to post
Share on other sites
Quote:
Original post by Vanquish
TBH if you really look at the editors included, they dont look half bad. And if you really can create a game with their included assets, Im wondering how far it might take off?


The outdoor scene screenshot looks a bit too Torqueish to me, though the editors do look a lot better than the ones in Torque.

Share this post


Link to post
Share on other sites
Well it's only DirectX 7, but some nice graphics can be done with that.

Take a look at some of the Blitz Gallery

But to look at the broader picture, if the graphics are decent and it sparks some unique, enthralling gameplay might you overlook the graphics?

Maybe 1 out of 100 projects using this might really come to fruition. And the chances of one of those being an EQ killer are slim to none, because that primarily has a lot to do with promotion and publishing.

What might happen is that people will go back to playing in smaller communities with rulesets they can have an impact on. I mean think about producing an mmo for 200 people 2000 people, much like MUDs, where if you start a link on the forum boards you might actually influence the devs? That would be cool (assuming the rules didnt see-saw all the time).

Im sounding like a cheerleader and vastly naive, but its intriguing me :)

Share this post


Link to post
Share on other sites
Quote:
Original post by Vanquish
Well it's only DirectX 7, but some nice graphics can be done with that.

Take a look at some of the Blitz Gallery

But to look at the broader picture, if the graphics are decent and it sparks some unique, enthralling gameplay might you overlook the graphics?


I wasn't saying anything about the graphics, just that it looked as if it was made with Torque [smile].

Share this post


Link to post
Share on other sites
i wonder how large of a game this engine can run. i generally think of "MMO" games to have many servers and tens of thousands of players, but i couldn't find any specs as far as how many players it supports.

not that i love MMOs or hate non-massive online games (quite the opposite really), but it seems strange to me that the only mention of a number of players on that website is in reference to MMORPGs in general and not the actual engine they are promoting.

Share this post


Link to post
Share on other sites
Well more what Blitz can handle, not the engine, per se.

Blitz uses tcp/ip and udp. UDP is used since its a "connectionless" protocol (i.e. faster than tcp/ip and faster than direplay.

Im sure it could handle 2k-5k players assuming the server was decent.


>> Stolen from "Myths of Making MMOs"
Large amounts of money (usually 4-6 digits) is required to maintain an MMORPG server.
Well, this is simply not true. I've seen dedicated servers, with 1000 GB/month for ~100 USD/month (and a 2-300 USD setup fee). Unless your data transfer protocol is very poorly designed, 1000 GB/month should be enough for a server with a 1000 players online (on average). Of course, you will need another server to keep your website and the client download (the client download can get a lot of traffic, once the game becomes popular). Our client is about 22MB, and sometimes we have a 400 GB/month transfer. And we are not even that popular (yet). Another thing is, you won't need a dedicated server to start this project. A DSL/cable server can do it's job pretty well, until you get 20-30 people online at the same time. Then either find a friendly hosting company to host it for free, in exchange for some advertising, or just pay from your own pocket.

So if you bought a decent server you could pay a reasonable amount and get enough people online together :)

Share this post


Link to post
Share on other sites
Quote:
Original post by Kwizatz
I though NeverWinter Nights was (in a way) a MMO Maker, and a good one at that too.
Yep. Owning NWN is like having free subscriptions to hundreds of small time MMORPGs because of that. :)

Share this post


Link to post
Share on other sites
Thats what I think one of the repercussions of this program might be...that there are lots of tiny mmos all for super cheap prices, offering a diversity of rulesets and artwork.

What if instead of the usual EQ2/WoW model, you merely paid 10$ for a year's worth of access to all the MMOs in a certain group? Kind of like a webring.

100 cheap but decently modded mmos could very well make the big boys take notice.

Share this post


Link to post
Share on other sites
Quote:
Original post by Vanquish
If you really have coding skill, you can use BlitzBasic and Blitz3d to begin altering source code and make your game highly unique.


Hrm, so, essentially, I can buy something to do the same thing I can get by altering genecys? Or another GPL MMORPG? I'm probably missing the point, but I really prefer to mod the source for free, than go get something like this... but that's probably just my masochistic personality :P.

As well, I wish people would wait for the software to exist before announcing it everywhere...
Quote:
SORRY, NO DOWNLOADS YET!
and
Quote:
New Products For April

Upcoming Products Date Expected
Standard Edition 05/02/2005
Professional Edition 05/02/2005
don't really inspire my confidence. ;)

Share this post


Link to post
Share on other sites
Be fair, big companies announce stuff years in advance. So thats a bit disingenuous.

And as for being able to alter source yourself, yes you can. But think of the masses that cant. Masses that might have good ideas, since everyone has to start somewhere.

Perhaps they can get a modding team together to produce something more than HL2 mod #23423423. But incorporate a GURPS or MUD ruleset they like.

And not all programming people are good at all types of programming. Not all C++ people are wizards at networking, nor are great artists going to know what an .ogg is.


Share this post


Link to post
Share on other sites
Guest Anonymous Poster
[qoute=Kwizatz]The outdoor scene screenshot looks a bit too Torqueish to me, though the editors do look a lot better than the ones in Torque.[/qoute]

yes i noticed the graphics looked like a map made with torque using the textures it comes with. I'm begining to think they've just made a map in torque then stuck it in the middle of an interface to make it look like a screenshot of the actuall program (if any)

i guess as soon as the trial version comes out we'll be able to see it for ourselves

Share this post


Link to post
Share on other sites
Yeah due date is currently mid-late June, although the devs say "if all else fails it will be done by first of August"

Either it will deliver or it wont.

Id like to see mod groups use it to bring back that feeling of table-top gaming. Wonder if anyone can ever recapture that feeling :)

Share this post


Link to post
Share on other sites
"Is there support for multiple, linked game servers?

Not currently, it may be available in a future update after release."

I think this says it all from the FAQ. This is false marketing hoping to attract attention. I think it will be just a regular M(ulti)POG. Nothing massive about that.

Share this post


Link to post
Share on other sites
They haven't updated their features page to reflect this. It still says "no cluster support". How do we come to this knowledge? Will this be upon release or will it be, as they have already stated, "planned"?

Thus my guess is that the intial realease won't have this support, you'll be able to host maybe 32-64 players (architecture and hardware dependent) and thus I concur that this will be a MPOG not a MMPOG and thus their claims of "tens of thousands" is unlikely for the first year or so of the product.

I would also question a product that throws this in as an afterthought. The whole time I've been aware of RC (few months now), they haven't had cluster support (at least not on the feature list). To me, multi server support is something that should be planned for in Day One of the Architecture Design and not thrown in as a last-minute feature. But that's just me. :)

Share this post


Link to post
Share on other sites
Quote:
Original post by Vanquish
That has changed, btw. There will be server cluster support.
Without cluster support it simply can't be a MMORPG (unless you Massively scale down the gameplay). You can't just add cluster support as an after-the-fact.

That it was just now decided (very quickly I might add) is cause for great concern. If this is due out, shouldn't there have been a design freeze long ago? Shouldn't there have been a code freeze a while back with you debugging at this stage for release?

This is a good idea. Those who say otherwise have lost sight of reality. There is a huge market for this. Whether the execution was great will be seen with the release.

Oh, and about the cost of MMO's, you've calculated one cheap server on one cheap line. You won't have thousands of players on such an architecture. For starters, you'd need a much more complex design as well as lots of manpower to successfully maintain such a system.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement