Aloys wrote:(what version do we need anyway? isn't that some decade old thing like version 8?)
Version 7. V8 should work too, though, since it's compatible with the Plasma plugin. But even with V7 there are still a bunch of errors on opening most files. Oh, and it only runs in an XP VM (but at least that means you can easily rewind the 30 days trial).
Aloys wrote:What's really interesting reading all this (and a bit frustrating) is how much multiplayer stuff there was.
I'm not crazy about multiplayer in general, but I wonder if Ages like Kahlo and Dahtamnay are what was missing for Uru to be a success (or at least more successful). They provide both competition AND a grind/gameplay loop. MMOs need those, and Uru might have failed because it didn't have those from the start. But that's just conjecture, Myst players aren't WoW players.
Aloys wrote:Yes, they came hot on the wheels of Riven, had a lot of ressources, and were working with big ideas on a blank canvas...
...And no experience in multiplayer or realtime 3D, nor a solid engine that could scale up well to handle the constraints of an MMOG. Looking back, that was a recipe for disaster
A proper Cyan MMO would still be a blast, but I'm afraid unless someone showers them in money, they should restrain themselves to smaller solo games like Obduction/Firmament. That's enough of a challenge. I'm glad they are still up to it despite how much the technology, methodology and expectations evolved since Riven.
Aloys & Hoikas wrote:[A] I hate to be a wet blanket, but I'm 100% pessimistic here.
[H] Yeah, there's a reason why I've constantly downplayed expectations in public...
Eh. I still have a bit of hope, because we already have some insane projects like Starry Expanse, and some very skilled people in this community. The main problem remains being tied to Plasma, of course... And relying on a few people who are working on their own, for free, in their free time.
The only "solutions" would be moving to another engine and paying people for their work, but outside of a proper company that's bound to just create more problems than it solves.
Aloys wrote:One thing that sounds possible, and it would be exciting, would be the Descent. We don't start from scratch, and there is a lot of material here. We could probably piece together a 'Descent ++' Masterpiece edition..
Yup, and I think Doobes is working on it ? If so, that's good news.
On a related note, I was perpetually annoyed to see Drizzle could read some of the data from those DiRT demos, but not enough to actually convert it to CC. So the release of the source files is a relief.
Tsar Hoikas wrote:if we can't edit the server code, it's basically not going to happen. Any kind of meaningful race is going to need for us to improve the way player movement is synchronized
At the rate Cyan is releasing stuff, I wouldn't be surprised if we get the server code in a few months, ha.
Then there is also the possibility of rewriting the whole thing in Python like what was done for the Gahreesen Wall, but Kahlos will be much tougher than wall climbing.
Bah, let's be patient and focus on the stuff we can realistically fix/finish...