by N. Sigismund » Sat Apr 09, 2011 1:08 pm
I think I might well be the only solely 3ds Max-using developer here. I have never used Blender to do anything beyond peeking at Cyan ages to figure out modelling stuff. The chap who made Vothol Gallery might actually be another, actually...
Anyway, I suppose it's my duty to stick up for Max. As it stands it's superior to Blender and PyPRP. It's the industry standard and it's the platform most used (alongside Maya) in the 3d art community. I might get flak for this - but limiting the community to using Blender is going to turn off exactly the sort of people who would make the best graphical content. Go look at Polycount.com and see how many of the developers there use Blender. It's UDK, Max and Maya all the way down. So there has to be a focus on a wide variety of platforms. It wouldn't make sense to only focus on development of the CWE for Linux boxes, eschewing Windows in the process, and so it makes no sense to only focus on Blender for development purposes.
Now, regarding Cyan. Let's get this down now.
I'm not for doing tiny modifications to the files and sending them off to Mark as the focus. That's silly. I've already said that I want better physics, lighting and mapping. But what I'm very worried about is that if the development teams simply go "right then - all our focus is on developing new stuff that can only currently work independent of MOUL" then you end up with a code team that does not actually do any work towards building a game. You're just building shells of houses without any idea of where the bedrooms are going to be. To bring in D'Lanor's excellent point - if the teams here did not care about Cyan content, they would have all sugared off to other clients by now. Some people already did - they work in Second Life and by all accounts they're having lots of fun.
I can't speak for other content developers. But Llantern is not supposed to exist as a level you load up inside an engine. It's supposed to be something laying around in a house on D'ni, or at least as part of a game.
When I speak in defence of compatibility, I'm not defending Cyan. If Cyan wanted to develop Uru or something else in the CWE, then they could do exactly what I would do - go get the tools, get experience with the new tools and Bob's your uncle. They can do whatever the heck they like. What I'm defending is the fact that we're in the business of pretending we're explorers of D'ni, and the content we create is supposed to make the gameplay experience of other explorers of D'ni more filling and fun.
Once again - I encourage everyone to learn from the example of the Freespace 2 Source Code Project. Given similar rights to ourselves, they completely revamped the entire core game, and largely thanks to the fact that they supported the FS2 community and kept an eye on the game, new projects sprang up both to add more content into the Freespace universe and new games, such as the Battlestar Galactica fan game. That's the right way. It took them a damn long time but that's the right way. Fans of the original game hang around because new content, graphical and otherwise, is added to their game. New developers become interested in the engine because they see what it can do via the original game. The developers have a game to aim their sights at.
The goal has to be making a game. Spending months making an engine is all well and good, but without content it's a tech demo.
I will say this though - if fans want to, er, forcibly upgrade the Cyan content to the new engine formats, then that's absolutely fine in my books. But I object to being proud of doing it because you think the reason you don't have the license to do it above board is BS.
I'll leave this post with this question - if CWE ceases to be about Uru or MOUL or Myst, what draw is there for me developing for CWE rather than the UDK?
EDIT:
Might as well do a TL;DR. There is no point spending time developing CWE if it's not for the community, and the community centres around MOUL.
For reference:
IC: Nye Morgan
OOC: Sigismund, Nye, Huw Dawson