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MMOWorkshop.com

MMOWorkshop.com
Name:Prairie Games
Date Posted:Jan 17, 2007
Rating:3.5 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Prairie Games

Blog post
I've been putting a lot of thought into the goals for Prairie Games in 2007 and beyond... We have some really exciting game material and technology germinating. I have put a lot of work into this stuff over the last years and it is about time there was an official spot for our development. I also want to make sure we aren't colliding with Prairie Games, which is, and will continue to be game oriented... with this in mind, I went ahead and registered MMOWorkshop.com



It is ridiculous how few domain names remain... We spent hours coming up with an available one that we thought rocked... I also quickly snagged mmoworkshop.net, mmorpgworkshop.com and mmorpgworkshop.net so no one would be able to swoop in and confuse the matter!

We've developed "indie friendly" MMO technology (and other online game stuff) that hooks up to Torque technologies (TGB/TGE/TGEA). I have blogged about some of this tech in the last weeks... and of course there is the technology behind Minions of Mirth. It is good stuff and I do want to see it in the hands of other developers... and that's about all I can say about this right now.

I see MMOWorkshop.com becoming a very strong branch of Prairie Games... and as it is developed I really hope to get some help on the effort!!! The site should launch (or at least be in beta) within the next few months... in the meantime, here's something of a rap sheet:

Mission Statement:

MMOWorkshop.com's mission is to provide developers with the technology, tools, and content needed to ship commercially successful MMO games.

Staff:

Josh Ritter - President

Josh has been creating games professionally for over a decade. He co-founded the Canopy Games development studio where his technology powered 12 retail titles. In 2005, he co-founded Prairie Games, Inc and shipped the company's flagship product "Minions of Mirth". Josh brings his vision and real world experience of creating a successful MMORPG to his role as President of MMOWorkshop.com

Lara Engebretson - Executive Producer

Lara co-founded Prairie Games, Inc and produced the company's flagship product "Minions of Mirth". Lara's experience in game production and business management make her ideally suited as MMOWorkshop.com's Executive Producer.


Building on Success:

Prairie Games' award winning MMORPG "Minions of Mirth" has been live since December 2005. It has a large active community and more than 30,000 players have registered to play. The game was independently produced for Windows and OSX using the Torque Game Engine from GarageGames.

-Josh Ritter
President
Prairie Games, Inc
http://www.prairiegames.com

Recent Blog Posts
List:03/29/08 - TGEA 1.7 Build System and Embedded Python
03/14/08 - MegaTerrains - TGEA Update
01/18/08 - Minions of Mirth: Undead Wars Expansion
01/04/08 - Physics Overhaul - Video
12/26/07 - Web Integration - Video
12/21/07 - New MMO Client - Trees - Day/Night Video
12/18/07 - Minions of Mirth - 1.26 - Holiday Edition!
11/28/07 - TGB/TGEA integration first pass

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Marcus   (Jan 18, 2007 at 00:01 GMT)   Resource Rating: 5
This is great news! I have been wondering if you were going to license your setup for quite some time.

Phil Carlisle   (Jan 18, 2007 at 00:06 GMT)
Nice one Josh. I'm not particularly lookin to develop an MMO, but I'd be interested in seeing what you put up there, every now and then I figure I should really give a crap about doing MMO stuff again :)

I just cant get into the whole python thing though :)

Ethan Groves   (Jan 18, 2007 at 00:53 GMT)
Wonderful! Good luck. I'll be on the look out for opportunities to help (if I can). ;)

Edit: Quick question.
Realistically, how many players can your "Epic Battle" servers support?
Edited on Jan 18, 2007 00:57 GMT

Vashner   (Jan 18, 2007 at 01:34 GMT)   Resource Rating: 5
Excellent news! The golden egg glows...

Todd Pickens   (Jan 18, 2007 at 02:25 GMT)
Very cool Josh. I have always wanted to develop and MMO...or at least the environment for one, but never seem to have the time.

Michael Wojcik   (Jan 18, 2007 at 03:16 GMT)   Resource Rating: 3
Wait... I'm confused. Doesn't someone already do this? This business model sounds oddly familiar.

Prairie Games   (Jan 18, 2007 at 03:36 GMT)
@Ethan: MoM's battle system runs on the same game servers. I've witnessed battles with over 180 mobs coming in waves of about 60 at a time and over 20 players joining in... pretty cool stuff. The battles can also have rules for certain mobs that must survive... or if a certain mob is killed that side loses. There are also zone messages for before, during, and battle results :)

Marcus   (Jan 18, 2007 at 03:56 GMT)   Resource Rating: 5
@Michael Wojcik - Competition is a good thing. Plus, Josh's technology has already been tested in the commercial market. This is a good thing.

Johnny Hill   (Jan 18, 2007 at 04:10 GMT)
Answers a lot of my questions, pytge, backend server tech, dynamic database that updates live content. I look forward toward seeing the tech available to the indie budget minded heh.

Prairie Games   (Jan 18, 2007 at 04:11 GMT)
As I said above, it is good stuff and I do want to see it in the hands of other developers... There is no official plan at this time. MMOWorkshop.com is going up whether or not MoM's technology becomes available to license. We need a development site.

Vashner   (Jan 18, 2007 at 04:59 GMT)   Resource Rating: 5
lol keeping an ejection handle eh?

Would also be nice if you could offer some hosted solutions as well. The middleware and a warm fireplace for the database to roast.

Tap into these Bf2 type of server pharms.

Leslie Young   (Jan 18, 2007 at 09:08 GMT)
Wow, this is great news, I was waiting for something like this from you ;)

David Montgomery-Blake   (Jan 18, 2007 at 15:24 GMT)
I am quite excited about Mojo. I hope to see it up there!

Great job, as always!

Kyle Hagin   (Jan 18, 2007 at 17:49 GMT)
I am definitely interested in what ever you decided to provide and will pay money :). Keep up the awesome work.

Alexander "taualex" Gaevoy   (Jan 18, 2007 at 18:59 GMT)
Josh, if you plug-in Bullet physics and an API for alternative rendering engines - I'm your customer ;)

Ed Fear   (Jan 18, 2007 at 20:44 GMT)
Josh: What a great idea! I'm not particularly interested in MMO development but there's aspects that interest me. I'll definitely be keeping an eye on it, and think it's great you're putting in the effort. Fancy sharing some of your endless motivation around? ;)

Vashner   (Jan 19, 2007 at 00:03 GMT)   Resource Rating: 5
I think Sony using (or used) Bigworld. Torque and Mommaware (lol Mom's middleware hehe) would be as good or better as Bigworld. And that's like million dollar software... so expensive if you have to aks they don't even want to talk to you.

lol "Mommaware" :)

Kevin Bowey   (Jan 19, 2007 at 01:22 GMT)
wow thats just great news XD tackling the no real-time online support for TGB! I am really interested in what you come up with.. will pay for online play!

Pisal Setthawong   (Jan 19, 2007 at 06:11 GMT)
Though I'm not much into MMOG development nor am planning in this timeframe, I do have quite a secret desire to work on a new MMOG. Would be interested to know more about the platform. Keep us updated :)

Kevin McLaughlin   (Jan 19, 2007 at 11:12 GMT)
Interesting. I wonder how this will compare with the Dream Games MMO Kit, which already functions for TGE and TSE, and has a pretty large & solid following in the GG community?

Of course, I'm sure competition between the two products will only make them both stronger, if you go for this.

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