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Well, servers need to prove themselves first. What good is a playerworld with 30 noob staff more interesting in boot killing each other and spamming /killeveryonelol commands rather than developing being approved for iPhone.
Create a plan first. Detail what your server will be, how it will maintain interest for players. Create a development plan, showing at what point you will release, what will be released and what you intend to work on. When you have this, chat to Unixmad/Stefan and discuss the idea. If they think it.'s interesting, get the server going. You don't need to buy a server to do levels/graphics/sounds/music/cheesecakes . Get a chunk of that done and THEN start thinking about getting a server for the scripting.
Make sure your team is competent and *not* a bunch of loltards before doing this. Once you have the server pretty much downpat, talk to Stefan ask him (or PWA as I have done an iPhone inspection for him) to check the server out. If it's decent, i'd say he'd provide the iPhone integration and get you going. Note that the iPhone requirements are a lot higher than PC world servers. All scripts must be well thoughout, designed and efficient for starters. Must also take the various screen sizes into account and make sure you constantly check your GUIs and such, emulating the sizes.
You should be able to request to allow a device to jump from Classic/Era to your dev server when you're underway.
Basically, it won't happen if you aren't going to do anything.
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my main problem is I don't have access to all of the iPhone systems that SNK and iClassic devs have. They all have access to the gui's, inventory systems,movement systems, controls, special iphone api that isn't documented, and much more.
I suppose I could apply for a fb server then make controls for iPhone to port it to both, but that would be very time consuming.
The best I could really do right now would be to make the systems as if they were built for pc, except with more effort towards making it efficient.