Author Topic: Open Source or Not?  (Read 5155 times)

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Offline Mickey Kudlo

Open Source or Not?
« on: April 16, 2012, 11:11:18 pm »
The worse thing that could happen is someone making a lot of $$ off our hard work. But very unlikely since there are a million Online RPGs out there.
I think it might stress me out though. I can always switch to Open source later. Also, since I am 95% sticking with AGK, people would have to spend
the $100 for it to help out. I still have plenty of time to think about it.
Hmm, since AGK targets Android, iOS, etc, those app stores might have issue if multiple people publish the same code, tweaked somewhat *shrugs*
Once I get a prototype going, I can decide.
You may have conquered my worlds, but I destroyed them!

Offline Zachariel

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Re: Open Source or Not?
« Reply #1 on: April 17, 2012, 12:59:49 am »
Mickey, why such low-expectations for your game?

I, for other hand, have very high AAA+ commercial title expectations for RPGWO.

I suppose no Unity 3D then... :P
You DO know that Unity is FREE, right? Sure would help volunteers participate...

The game should not be about wasting your life away mining, as Minecraft does.

But, I think that there should be at least 5-10 underground levels you can mine
Minecraft style. I like customizing my basements, but the mining should always remain like,
the 10th most important thing in the game, the first being 10 000 usages in the list. ;)

Unfortunately, I am unaware of either AGK or Unity game mechanics abilities in this area.

Since I don't know how to code anyway (EDIT: Don't know how to code YET, since I've never
had any reason to learn to, but I'm capable ;)) and all my music arrangement software is already EDIT: "aquired", I'm all set.

EDIT 2: I suggest that we should create a subtopic in main V4 topic, where all the people interested in helping out
(not just artists, but everyone) can post details about their coding and all other abilities and
any game development history, so if someone working in one department has a problem he can't solve,
he can look up capable people with proper knowledge from that topic and contact them.
This should maximize dev potential and help prevent dev bottlenecks.

OBSOLETE:
{
I think there should be auditions for available developer spots. Artists, including me, should
put forth their best creations and then Mickey and other lead devs decide The Chosen Ones.
EDIT: It is wise to always have backup devs, if someone fails to deliver.
}
« Last Edit: April 17, 2012, 08:58:19 am by Zachariel »

Offline Miner 49er

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Re: Open Source or Not?
« Reply #2 on: April 17, 2012, 12:07:58 pm »
Its really up to you Mickey. As you said, the fact that you plan to use AGK will definitely prevent people from helping. I personally would not be able to help out because of this, as I can not afford to buy AGK.

Offline Mickey Kudlo

Re: Open Source or Not?
« Reply #3 on: April 17, 2012, 12:16:32 pm »
Zach, your high. I would need to invest $50k or more for any real commercial success. Mainly for an artist but then I would have to quit my job and work 40-60 hours a week and still it would not gaurentee anything but an empty bank account.

And Unity does cost $$ if you make enough $$ plus Android and iOS costs like $400 each.

Also, heh, this post was about being open source or not. I think your a bit off topic, heh.
You may have conquered my worlds, but I destroyed them!

Offline Mickey Kudlo

Re: Open Source or Not?
« Reply #4 on: April 17, 2012, 12:18:04 pm »
Its really up to you Mickey. As you said, the fact that you plan to use AGK will definitely prevent people from helping. I personally would not be able to help out because of this, as I can not afford to buy AGK.

Actually, come to think of it, the trial version is free and only works for PC which would be just fine for people not willing to pay but wanting to participate.
You may have conquered my worlds, but I destroyed them!

Offline Miner 49er

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Re: Open Source or Not?
« Reply #5 on: April 17, 2012, 12:23:37 pm »
Actually, come to think of it, the trial version is free and only works for PC which would be just fine for people not willing to pay but wanting to participate.

If the trial does actually work like that, then AGK really isn't much of an obstacle to stop people from helping. So go ahead and opensource it. It'd be an interesting project to watch and participate in.

Offline Zachariel

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Re: Open Source or Not?
« Reply #6 on: April 17, 2012, 12:26:35 pm »
Trial? I don't work with trials...



EDIT:
I have never smoked pot in my life.
Do I really leave that impression?
I thought I was just looking optimistic.
« Last Edit: April 17, 2012, 12:29:39 pm by Zachariel »

Offline Naed

Re: Open Source or Not?
« Reply #7 on: April 17, 2012, 04:27:33 pm »
Closed source, open content, just like rpgwo. With the server you can mod the crafting, but not really the game itself. Give it the same openness and make it more available.

I enjoyed messing around with the local server in rpgwo, but it was and should always be construed as a waste of time or people wont continue to play on real servers.

Offline Miner 49er

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Re: Open Source or Not?
« Reply #8 on: April 17, 2012, 10:37:31 pm »
Please tell me you plan to use the c++ libaries instead of the BASIC

Offline Mickey Kudlo

Re: Open Source or Not?
« Reply #9 on: April 18, 2012, 10:54:28 am »
Please tell me you plan to use the c++ libaries instead of the BASIC

C++

http://www.appgamekit.com/
You may have conquered my worlds, but I destroyed them!

Offline Pokemon Steve

Re: Open Source or Not?
« Reply #10 on: April 18, 2012, 11:00:10 am »
I don't think it would be practical to target a game like RPGWO to mobile devices. Managing the controls would be ridiculous.

Offline Mongo

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Re: Open Source or Not?
« Reply #11 on: April 18, 2012, 11:10:47 am »
I agree that I could never see RPGWO played on a phone. Maybe a tablet. Overall, I don't feel that targeting mobile devices is important at all.
Shoop!

Offline @@Admin Nash

Re: Open Source or Not?
« Reply #12 on: April 18, 2012, 02:08:16 pm »
It would be awesome to play it on an iPad with a wireless keyboard lol

Offline Mickey Kudlo

Re: Open Source or Not?
« Reply #13 on: April 18, 2012, 02:14:30 pm »
I wouldn't bother with phones, just tablets.
You may have conquered my worlds, but I destroyed them!

Offline yeahs

Re: Open Source or Not?
« Reply #14 on: April 18, 2012, 03:19:26 pm »
I think it should be open source and targeting mobile devices. Players want lots of updates

Offline Pokemon Steve

Re: Open Source or Not?
« Reply #15 on: April 18, 2012, 10:48:29 pm »
AGK just doesn't sound like it is suitable for a game of this nature.
I think the better choice would be to use a language like Java or Python for the client and a server in c++ perhaps.

I believe the Pygame libraries are compatible with iOS and other mobile platforms.

Offline Miner 49er

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Re: Open Source or Not?
« Reply #16 on: April 18, 2012, 11:32:31 pm »
AGK will work just fine...

Offline @@Admin Nash

Re: Open Source or Not?
« Reply #17 on: April 18, 2012, 11:45:11 pm »
Jordon just wants everyone to use Java, thats all I ever remember him talking about lol

Offline Pokemon Steve

Re: Open Source or Not?
« Reply #18 on: April 18, 2012, 11:57:47 pm »
I just don't see an online rpg taken seriously written using AGK. It's like the modern day equivalent of creating an MMORPG with Macromedia Director.

Offline Zachariel

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Re: Open Source or Not?
« Reply #19 on: April 19, 2012, 06:40:42 am »
I just found out Unity has a lot of bad reputation, so I downloaded Unreal Dev. Kit...

Lets' use UDK instead? lol

Full features of free UDK usable to create and distribute a game,
until the game makes $50 000 profit, after which 25% royality.

(though I'm assuming Mickey is still staying with AGK)
« Last Edit: April 19, 2012, 06:42:49 am by Zachariel »

 

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