MMO creation in Torque3D
by Gary Roberson · in Torque Game Engine Advanced · 03/25/2009 (2:40 pm) · 23 replies
Will the MMO creation process be improved in Torque3D to match or come even close to those like in Visual3D.net or the HeroEngine.
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#22
06/19/2010 (5:30 pm)
Well, the Hero Engine is made for MMOs, and the license fee is a good deal considering what you get. As long as you're fine with the %15 royalty rate, which is just for using the engine, and does not include any royalties for a publisher if you have one, and that's on top of your other costs. That's not saying it's a bad deal (if your game does well, you pay more for the engine than if you'd bought the full license), but it definitely needs to figure into the budget math.
#23
07/05/2010 (9:20 am)
Im not sure if anyone mentioned Bigworld tech, but they have 2 Indie licenses that would probaly be in reach of most here. Indie just lets you put new models in and change scripts. The Source Indie License opens up the Client source to you. Indie is 299, and the source is 2999 i think.
Torque Owner Ajmul Hoque
"The HeroCloud service gives your team a complete system for developing and launching an MMO game, 3D virtual world, or online simulation. With HeroCloud a small team is freed from the chores of managing servers and network and they stay focused on building and creating their product."
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License fee: $4,995 per team, including access for up to 25 developers.
Hosting fee: included in the first year, subsequent years cost $995 each until your product launches commercially. Once your game is commercially available you pay for any hosting, bandwidth, and billing costs.
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