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04-16-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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Zombie World Online
Zombie World Online is basically my stab at an MMO engine/zombie MMO for iPhone, Android, Playbook, PC, Linux, and Mac. NetSpanner, the engine, is fairly similar to Graal's engine, having a social, online SDK that connects to the server. The animation/level editors, chat interface, and script editor are built into the SDK, or you could say RC. You just right click on a level/animation or script and hit edit, and then the proper editor is brought up. Every time you click save, the copy online is also updated on all clients and RC's. If you're working on an image and someone's using it in their level, the moment you update the image on the RC, the image on their level is also updated- even in their level editor. I plan on licensing the engine out for royalties or a flat price on iOS/mobile development and allowing free development on PC. Here's a UI demo using the built-in UI system and scripting language (Which is similar to GS2, based off GameMonkey with some slight modifications, most of which were done by 39ster). The demo was recorded on my iPhone using Display Recorder. Any framerate drops or whatever you see in the video are because of Display Recorder. Looking for pixel artists. |
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04-16-2012
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Bazinga
Join Date: Dec 2011
Posts: 575
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From a glance at that video it seems like your project is a near success. The main interface is neat and tidy and all you need now are players. Good luck with your project and best wishes that it catches on.
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04-16-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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The engine's a success, yeah, but I haven't done much in the way of gameplay. I need an artist. Also, website http://zwo.deljam.net/ |
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04-16-2012
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Bazinga
Join Date: Dec 2011
Posts: 575
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If there was a form of 'level editor' for your project then I'd be sure to help out. However on the note of graphics, there are many artists in the iPhone community which showcase their talent on this forum. I'm sure you will find some budding users which would leap at the oppourtunity.
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04-16-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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If you've ever developed on Graal before, you'd feel at home with my engine and SDK, but it's from scratch and completely independent from Graal. Also supports quite a bit more features even at this stage and performance is better as well. |
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04-16-2012
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Registered rufp4
Join Date: Jan 2011
Posts: 3,378
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Interesting. Needs a better name though.
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04-16-2012
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Bazinga
Join Date: Dec 2011
Posts: 575
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I'd imagine that the game's RC is not freely downloaded at anyone's free will. Only the selected dev team.?!
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04-16-2012
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The Unwanted Critic
Join Date: Sep 2011
Posts: 3,639
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Are you looking for programmers/scripters too by chance? btw this looks amazing!
Last edited by Skill; 04-16-2012 at 11:46 PM.
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04-16-2012
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Software Engineer
Join Date: Sep 2011
Location: Gold Coast, Australia
Posts: 787
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You never cease to surprise me downsider, keep up the amazing work!
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04-17-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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04-17-2012
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a necessary evil
Join Date: Sep 2011
Location: Upon the marge of Lake Lebarge
Posts: 1,458
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04-17-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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04-17-2012
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Guest
Posts: n/a
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I know that Tileset your using Downsider. ;)
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04-18-2012
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The Unwanted Critic
Join Date: Sep 2011
Posts: 3,639
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I recommend using a royalties system for licencing. It would encourage indie developers that cant afford an expensive flat rate and allows for profiting off it its potential. Most professional dev teams would probably be using engines made by large companies because they can afford them and because they are more powerful.(unity ,UDK, smartfox server, etc) A young individual could develop a great game for free, then if it is very successful you will profit greatly. If you charged a $200 flat rate, you would only make $200 off of a highly successful game. Also consider some people might not even want to pay that amount. Look at the UDK, it uses a 25% royalty system(and I believe first $50,000 of revenue isn't charged), and it is very successful and major companies still use it despite the royalties. |
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04-18-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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Royalties could work. UDK works off royalties, but UE3 requires a license purchased up front. Bigger companies expecting multi-millions in profit buy the expensive license, because for them, it's cheaper in the long run. Perhaps I'll offer the same, but either way it'll be quite affordable and mostly targetted toward indie developers. |
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