For those that missed the IRC meeting, or just want a general overview of what was talked about during the meeting I have made a very breif overview. Much of this is directly quoted from what was said in IRC, mostly from Kathera, KevinMc, Mikhail, Mole and silmaril. If any of these people dissaprove of me using their words in this fashion, please don't hesitate to ask me to remove this post or parts of it.
Persistent world
Skill system
Player-run economy
Dynamic monster spawns
Wish-similar combat system
Dynamic quests
A hotly debated subject that was ultimately left open. It was acknowledged that a world of 10 thousand people
would be required to have a proper player run economy, however trying to achieve that number as the first step
is an unreachable goal. Starting small and increasing the size seems to be a smart way to achieve a difficult goal.
Joining with another MMORPG group was discussed briefly but it was seen that joining an existing project may lead
to some features of Wish not being able to be implemented or not being wanted by the existing project team. Using a
Free/Open Source engine is a real possibility and would provide a good head start to this project.
A number of existing engines were looked at and we were lucky enough to have someone with an understanding of a number
of these engines with us (thanks KevinMc).
Torque is a GREAT platform, very easy to use, very well documented, with multiple MMOs under development already, including Adellion. Bad side or Torque? It was designed as an FPS; the net code is superb, but needs to be scaled back for an RPG. There is no built in persistence, although many people have added it. It's all C++, and requires strong coding skill to use.
The community there is slow. Development is a snail's pace. And the community itself seems very ingrown. =/ If we stormed in with a ton of energy and started moving development ahead on things, we might get seen as trying to take over, or messing in their sandbox.
(Nevrax Library)
Nel is an option, but the code that was released under open source is fairly basic; a lot would have to be added, mostly in terms of tools for game design and management. From taking a one-hour look at NeL I'd say the code would be extended significantly or completely replaced for a final product. For a prototype, I think the engine itself would cope without too many changes
RealmCrafter is in beta. Assuming Solstar finishes it, RC will be THE way to go - fully integrated client/server engine and MMO-creation tool set. RealmCrafter bad sides: it's in beta; right now, it's not in a usable state, as not all features are in and working. It could fold; beta's can do that. =/ If it completes, it'll still be a few months before we can use it.
CrystalSpace already has an MMO developed using it.
It was eventually decided that a commercial engine is not a viable option, and for other reasons NeL and CrystalSpace were seen to be the most appropriate engines for the needs of Project Wish.
Anyone wishing to be involved on the project team should email their CV as an attachment to apply@projectwish.com or post some info about yourself in the message including talents. If anyone wants to come up with a comprehensive review of NeL and CS for Mikhail to post on the website please email the reviews to webmaster@projectwish.com. The Project Wish team will have its own forum, where we will post people who have joined the wish team, anyone is welcome to apply we will select based on skills. The Project Wish team will need members who can: story board, create models, create concept art, the team will meet Tuesday 1 week from today (18th January 2005) at 8pm CST.
--Mancer aka Zigzabus.
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