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disc100
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Re: Tron MMO Development

on Thursday, December, 28, 2006 9:06 PM
I can help write a wiki for the game.But pretty much I really just want to help.

-------------------------------------------------------
Click here for a picture of air!

Click here for an Awesome picture of TRON!!!


 
Hikaru.EXE
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Posts: 1,005
Re: Tron MMO Development

on Friday, December, 29, 2006 5:35 AM
disc100 Wrote:I can help write a wiki for the game.But pretty much I really just want to help.

Not yet, we still need to find the source code. If you want to help now, you can do that. Do whatever you can to get it, like, use cgi viewers, in fact, another forum is probably a good idea.


 
format
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Re: Tron MMO Development

on Sunday, December, 31, 2006 10:20 AM
I would set your standards higher, a graphical mmo.

I'm a former concept artist for ProjectWish, an open source mmo. It has been up and running for about two/three years now. Which at this point they are on the verge of alpha stage.

What you do not see (public) is a server/client model and everything else they have been working on. The world editor, along with some ingame videos, recently was made public for some PR or recruitment potentials.(they need alot of 3d artists/animators for the alpha stage)

Not bad for around two / three years worth of work (on your free time too).

Though they did use Ogre3d, mainly a rendering engine, that does not mix well with game elements. The game needs to be built around the Ogre engine, rather than picking at it, too much of a pain if ya ask me.

Course you or the team could use Torque Engine (free for non commercial use w/ options to upgrade later). Torque is used in alot of korean mmo's (thats why they all look the same). Torque provides model+animation packs ... which the Korean companies just plug in their own textures (damn cookie cutters).

Hell, even Darkbasic has a working MMO now, so the ability to create your own MMO ? yes, open source is a very good option, well the only option, less you have a few mil to invest. Question is how bad do you and the team want a MMO ... specially a Tron MMO.

Anyhow, the Tron universe does not have much on textures, nothing compaired to WoW, EQ or any of the others. That is very good in a way, it opens up more resources to play with =)

Infact, I'm thinking about it myself ...

*edit*

www.multiverse.net

and for all you Blender fanatics ...

www.gameblender.org


 
Hikaru.EXE
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Posts: 1,005
Re: Tron MMO Development

on Sunday, December, 31, 2006 5:48 PM
THankyou, these are really cool, but, I really don't want a graphical MMO, although they are cool, they would take an awful lot of time to amke using three people whose only form of communication is a forum. (video phone!)

lol, why i'm not making it graphical is not because it's hard only, but because I want it to be webbased, which pretty much means no downloading necessary, just membership.
Something like kingdom of loathing is an excellent example. But why I'm trying like everything to get the source code for them is I don't know how to program cgi or php.order abortion pill http://unclejohnsprojects.com/template/default.aspx?morning-after-pill-price where to buy abortion pill


 
josh.exe
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Re: Tron MMO Development

on Tuesday, March, 20, 2007 10:42 PM
Bumped
For a Great Justice


 
josh.exe
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Re: Tron MMO Development

on Saturday, April, 28, 2007 11:18 PM
josh.exe Wrote:Bumped
For a Great Justice
I concur.


 
Pulsewoman
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Posts: 201
Re: Tron MMO Development

on Monday, April, 30, 2007 4:52 PM

Hmm. While I am all for text-based MMO's (I'm a strong proponent/loyal player for about two and a half years now of "Kingdom of Loathing", I stuck with Shilla on and off for like _eight_ years, etc.) I have to ask...do you have to make your proposed game work EXACTLY like Urban Dead?

Thing is, see, I recently tried that one for the first time. And with the amount of power your first weapon can do, the amount of game "time" (turns) it takes to travel to anywhere, the amount of time it takes to find anything, and the amount of time it takes you DO anything to it (attack an enemy until it's dead, fix something that's broken, etc.) makes the game move _prohibitively_ slowly. In the beginning, with the power your weapon is, you can spend your ENTIRE 50 turns for the day just _trying_ to get one zombie down to 0 HP.

...and that's only if you FIND one right away.

So...an intriguing idea, but if you upped the number of turns per game "day", the power of the first weapon, and/or nerfed the first monsters just a smidge, I'd be way more into it. There's hard, and then there's slow. A game where on level one it takes you over a week to actually accomplish _any_thing is not quite my type of game.
I like the concept of Urban Dead; but the actual gameplay needs tweaking.

...Notorious

There are only two rules for success in life:

1. Never tell everything you know.
 
ssh
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Re: Tron MMO Development

on Thursday, May, 03, 2007 7:09 AM
What about creating it to be played online in a html/php/mysql enviroment? That way, it could start small and grow as times moves along?

Love the MMO idea of playing

_____________________________________
ssh / version 2.1
 
Hikaru.EXE
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Posts: 1,005
Re: Tron MMO Development

on Saturday, May, 05, 2007 5:06 PM
I was really trying to learn how to do PHP but it's over my head. I'm just gonna use the zquest thing.order abortion pill abortion pill buy online where to buy abortion pill


 
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