Branan wrote:I feel it's the responsibility of the development team to create the best tools and technology for artists to create Ages in the D'ni universe. Not in CC, not in MOUL, but in D'ni.
You're bang on there.

That's what I want from the developers - a way for an inclusive game that includes fan ages and earlier MOULa content together, properly. We need to be making really good content. We need to be running servers with that content, server story lines and whatnot on. The engine is a tool for that, I guess...
I should not bother posting in these threads, I always get carried away.

But yes. I think I at least made a good point about 3DS Max. It's a sticky subject, but trust me - if you build modern 3DS Max support, you will get developers interested from other places that would be turned off by a Blender-centric development procedure. That's not hating on Blender, but look at it in reverse. Loads of people use Blender here - imagine if you were interested in developing for some other fan game and you were told you had to use Max? Wouldn't that dampen your enthusiasm (and your ability to produce great work!)?
Now you need to find developers for that plugin, and I understand that. I'll keep looking and talking to coding friends - see if I can get some of them on board. Handy having a Comp Sci department full of avid gamers at Uni.

I seem to have prompted a few posts, because as I'm writing this I can't actually post it because each time I try there's something else to read and think about! I think I'll close on this - I'm concerned that it will take a very long time to get PyPRP up to the standards that the Max plugin sets. That's a direct challenge to the PyPRP developers - I stand by Max because as it stands it's significantly better than PyPRP in ease of use and features. Whil, I totally agree with your wishes from the Blender plugin. Do that and I will have less of an issue.
Aloys made a really good point about how fragmentation is a bad thing - so I'm going to suggest something. We need a central fan server which represents the unifying point between new content and new development. Let the GoW or OU run it. Run it as seriously as possible. Organise a formal content team that makes new ages. Pretend we're a serious games company and Uru is our (adopted) baby rather than something we're babysitting whilst Cyan is away at the theatre. We have formal code teams - why not formal content teams? What makes attempts to form them fail, why do a few - the DRA team - succeed? How can we facilitate a proper team?