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Re: Contingency plan
Posted: Fri Feb 08, 2008 2:11 pm
by Nek'rahm
Yeah... so.. if they start over... they'll have to put all the old clothing items back in

1st Month Shirt, Kadish Helmet, sweet _^^
Or... they'll just have us port our info from Uru: CC or something... IDK
Re: Contingency plan
Posted: Fri Feb 08, 2008 3:30 pm
by andylegate
Starting over again would be a small price to pay! I'm game!
Carl, to answer you question, yes Blender has a game engine, but it's not like the engine that Uru uses. If you wanted to use Blender's game engine, there are many things you'd have to do to make it like Uru. In other words, it's not something we can just click on and give it a whirl. There has to be all sorts of changes to involved.
Re: Contingency plan
Posted: Sat Feb 09, 2008 12:55 pm
by Carl Palmner
I see. Thanks for answering my question.
Re: Contingency plan
Posted: Sun Feb 10, 2008 3:43 am
by Tobyas
I've read a lot about this thread on other forums. I am rather glad to see that so many people have had the same idea that I had. With a little bit of research I came up with an MMOG engine that might suit us very well. You can read more about it at
http://www.Multiverse.net. So far all I have managed to really do is to use their service for some of the games. The engine is certainly capable of Uru quality graphics. Better yet, Multiverse seems to pride itself on "lowering the barriers of entry" for MMOG with the intent of getting new ideas into the MMOG scene. Uru may just be the idea it needs. Best of all, it is free to use. Since we are designing the game, we set the price. Multiverse is banking on the idea that once a game becomes popular enough, the developers will want to charge for it.
http://www.multiverse.net/Again, I don't know much about the development tools yet, but there is a Wiki devoted to it. I'm sure with some digging we can find a way to import Blender/Python worlds onto the Multiverse platform. This, I think would give us quite a boat load of content to start 'Uru Two' off with.
Re: Contingency plan
Posted: Sun Feb 10, 2008 1:21 pm
by Chacal
This might be a better plan C than writing an engine from scratch or modifying one.
What I didn't like in plan C was the idea of waiting for a dev team to come up with a working engine. It took years for Cyan to come up with the current Plasma, and it's certainly not working 100% as expected yet.
I'm still convinced that one of the big reason MOUL didn't get more players is that it simply didn't work well enough. When you MMORPG grinds to a stop at 100 players, it's a new definition of "Massive" I wasn't familiar with.
Re: Contingency plan
Posted: Sun Feb 10, 2008 2:16 pm
by Trylon
Using (and modifying) an existing game engine accepted as the official option C

Re: Contingency plan
Posted: Sun Feb 10, 2008 2:20 pm
by Chacal
Probably what you had in mind from the start and I just read it wrong.
Re: Contingency plan
Posted: Sun Feb 10, 2008 3:11 pm
by Trylon
Spot on

Re: Contingency plan
Posted: Mon Feb 11, 2008 9:32 pm
by Tobyas
Well, I have discovered that Blender is capable of the output format that Multiverse uses. Additionally, for programing purposes, people tend to use Java and Python. It might be possible that the first incarnation of this game could be available shortly after MOUL gets pulled from Gametap.
Re: Contingency plan
Posted: Wed Feb 13, 2008 11:43 pm
by kaelisebonrai
Sure, but, as far as I know, Multiverse is windows only (if nothing else, it doesn't support linux >.<), closed source proprietry rubbish, which, to me, defeats the purpose of creating our /own/ game.
There is a pre-built mmo engine, one based on planeshift, the Peragro Tempus engine
( peragro.org ). It is fully open source, and, has some content of its own that we can likely use.