Game Development Community

Intrest in forking an MMOKit from the MMOWorkshop?

by Flybynight Studios · in Torque Game Engine · 09/10/2008 (9:34 pm) · 8 replies

The licensing on the website is 100% clear on the conditions for using the MMOKit. As long as work within the useage of the EULAs for AFX and GG licensing you are good to go.

In as much as I would love to see PG come back to the table and support the kit I see absolutely no signs of life from there and the kit is just slowly withering into extinction. There are only 2-3 active users there and only 2 of them have source access. If PG has no intrest in the continued useage of the MMOKit then I think it's up to the community to carry on with it. PG has zero staff and are incapable of development on the kit so sticking with them now seems really quite pointless.

Has anyone got some pros and cons to toss in here? Please try and by factual about your points. I assure you the MMOWorkshop project -is- viable and while perhaps not*perfect* contains literally months if not years worth of backend work that I have no intention of trying to duplicate. So I'd appreciate all the "It sucks!" comments to be backed up with some facts :) What is it that you might find about the kit that sucks? And what else is out there that is currently better in that regard?

My pros for the kit are simple. It's got a fairly secure backend and data handling system. It's got a decent database layer (that could use some work but is capable of handling well over 50k accounts in a production environment). It's got a good model skinning system and great spawn system. It's dead easy to use. Hell a person knowing nothing about the kit can have it up and running in under an hour and be in a game. (If they read the instructiosn and follow them :) )

Any feedback?

#1
09/10/2008 (11:01 pm)
Mark are you on MSN or Skype?

If so say so and I'll email you about my MSN/Skype details so we an have a chat if you interested!

As we both seem to looking at this in a very simular view.

;)
#2
09/11/2008 (2:28 am)
The MMOKIT is so specialized in the way it handles as good as 'everything', so to tweak it towards ones own goals takes just about the same amount of time it would to grab ressources here on GG and tweak them into ones own.

I still think that Dreamer had the 'issue' right by the root. Making (a set of manuals) that describe the different aspects of a mmo (rpg) kit indepth, would be so much more valuable than yet another kit workover.

Especially as (it has to be good) manuals also adds the beneficial 'hands on' experience the guy(s) throwing themself at a mmo(rog) essentially has to have/get.

*Above was just my 2 cents (I have been around both kits and ended up using ressources here, and working 'outwards'.
#3
09/12/2008 (9:00 am)
I try and stay off MSN Pierre as it's really a huge distraction when Im trying to work on the project but I can certainly log in for a chat or hit IRC somewhere. Either is fine for me :) Email away
#4
09/15/2008 (3:53 pm)
Will send email today, been away for a couple of days.
#5
09/23/2008 (5:38 pm)
This is a interesting read, and the very idea of what I'd like to make a MMOkit able to do.

http://www.ibm.com/developerworks/architecture/library/ar-powerup1/?S_TACT=105AGX54&S_CMP=B0911&ca=dnw-936

Now there is a few grey areas like the TNL licencing issues! One way around this would be to make it a requirement to own GG's TNL licence to purchase/use the MMOkit.
#6
09/30/2008 (2:09 pm)
TNL is already integrated into Torque; no need to purchase it again. Unless you're intending the new MMOKit to be available for engines other than Torque...?
#7
09/30/2008 (2:40 pm)
TNL is NOT an MMOkit, and you can't make an MMO without other integration.

I say that GarageGames sponsors an official MMOkit, that would be very useful.
#8
09/30/2008 (3:32 pm)
@Tyler - This has already been discussed, at length: GG Sponsored MMO Kit.

The spirit of this thread is different, so let's not derail down that road.