   [MMO] Ryzom is now GPL, who wants to play with it?
Team name: None yetProject name: Ryzom-based MMOBrief description: An original MMO built on the Ryzom server and client.  This would be a money-making project via either subscriptions or cash shop.Target aim: Aim of this thread is to gather people interested in making a Ryzom based MMO and get them talking about it.Compensation: None unless we actually launch a game and get income from subscriptions or a cash shop.  At that point money would be shared proportional to work contributed.Technology:  Ryzom's server and client software.  New compatible models, textures, level designs, and story would be needed.  Some new server features would probably need to be implemented.  The current software is written in C++ and can apparently be compiled on either linux or windows.Talent needed:  Currently, looking for people who are designers or designers + a practical skill.  Current goal is just to discuss what sort of game could be made and how to make it.Team structure:  None currently, I have design ideas but I'm not setting myself up as leader, just want to get a discussion started.Website: NoneContacts: Reply to this thread please.Previous Work by Team:My writing page, contains the Xenallure design doc I wrote among other samples.My art page, shows my concept art and some textures.I am mainly a 2D artist; I have some basic 3D modeling skills but nothing to show off.Additional Info:Please describe any ideas you have for a game you would like to build on the Ryzom software, whether you have played Ryzom, and what gamedev skills you have.Feedback:ENCOURAGING ONLY[Edited by - sunandshadow on May 7, 2010 5:07:30 PM]
  This is the basic concept I've got so far, anyone think it's interesting?Setting is non-Earth fantasy or science fiction; possibly players would be 'kidnapped' from near-future Earth into the fantasy land or sci-fi land at the start of the game.  My overall design goal is an MMO with different types of content to please different people, and all content more or less optional, especially players would not be forced to interact socially if they didn't want to.  Specifically the types of content would be:- monster capturing and breeding- farming sim- crafting (instead of grinding the player would mostly be crafting a house for themself, and expanded storage, and other one-time creations to benefit themself)- speedpuzzle minigames- pvm (monster killing quests, drop-hunting, and dungeons)- pvp (arena with solo and team rankings and team capture the flag.)There would also be the opportunity to build personal relationships with NPCs and faction relationships, and the overall story would be an interactive one where the player's actions affected how their life turned out; this would increase replayability, as would the "game+" bonuses granted to players who started a new character after maxing one out.  Overall the game would be relatively cheerful with some humor and a bit of soap opera, although some paths through the game and factions would take a more serious attitude.   ;  yeah i heard about this.. What's the big deal? I guess the models/textures etc would be nice but Ryzom is a fairly underpopulated mmo. It's very shallow, just like the rest =/. I would still like to look into it and see what kind of things the source can do 0.o. It's pretty generous of them.   ;Quote:Original post by 1337 Boxyeah i heard about this.. What's the big deal? I guess the models/textures etc would be nice but Ryzom is a fairly underpopulated mmo. It's very shallow, just like the rest =/. I would still like to look into it and see what kind of things the source can do 0.o. It's pretty generous of them.The big deal is that it's a finished game. It's open sourced, and it's an mmo.Everyone here making mmo's would be smart to take this code and build upon it.It's easier to mod, than it is to build.   ;  Respect to Ryzom devs; giving away the engine they made is so sweet.How much is it moddable though? I wonder if its possible to make the engine more similar to Mount & Blade (Warband?), because I have an interesting idea regarding 3d "fps" games.   ;  They're giving away the complete source code of the server and client - that means if you can understand the code, you can change it however you want.  Currently it is lacking some features, but because of the way GPL works if anyone in the community implements a feature they will make their code available to the rest of the community.  The only things not included in Ryzom Core are the maps, quests, and some data - the Core includes a demo island and as far as I've heard it includes the basic code for harvesting, crafting, riding a mount, and combat.The current major problem with it is that all the models are in max format, which is a commercial format not readable by Blender or a similar free tool, and the exported to pack models to Ryzom's format is specific to max.  A second large problem is that the game is basically implemented as 2d; currently jumping, flying, or swimming with control of up and down movement are not possible.  People are already discussing how to add that.In 6 months there will probably be an extensive wiki documenting how the core works and all the mods people have produced since then.  Currently though they are just getting build procedures and server launch procedures figured out and documented.   ;Quote:Original post by sunandshadowThey're giving away the complete source code of the server and client - that means if you can understand the code, you can change it however you want.Within reason, any major changes, and you might as well rewrite it from scratch.Quote:The current major problem with it is that all the models are in max format, which is a commercial format not readable by Blender or a similar free tool, and the exported to pack models to Ryzom's format is specific to max.Is that really a problem?.max is not a format meant to be passed around, or used to load a program's assets from. It's specific to the 3DS Max software, and stores all the data that max needs internally to work on a scene. All software specific scene files would be meaningless in other software.The code for loading the models will be in the source, and new tools and exporters can be written from that. A python script for Blender can be written that will export a model into the proper format.ORYou simply add code to Ryzom read whatever format you want into the game's data structures.Either way, it just needs a little grunt work to solve.Quote:A second large problem is that the game is basically implemented as 2d; currently jumping, flying, or swimming with control of up and down movement are not possible.  People are already discussing how to add that.A lot of games use 2D states and render a 3d graphical representation of that. If the game's design doesn't fit with your own design goals, why do you want to use it as a base instead of something else that more closely fits your needs?   ;Quote:Original post by DaaarkQuote:Original post by sunandshadowThe current major problem with it is that all the models are in max format, which is a commercial format not readable by Blender or a similar free tool, and the exported to pack models to Ryzom's format is specific to max.Is that really a problem?.max is not a format meant to be passed around, or used to load a program's assets from. It's specific to the 3DS Max software, and stores all the data that max needs internally to work on a scene. All software specific scene files would be meaningless in other software.The code for loading the models will be in the source, and new tools and exporters can be written from that. A python script for Blender can be written that will export a model into the proper format.It is a problem because from what I've read the animations for the objects can't be exported from max to any other format.  So yeah you can export a tree and look at it to make a new tree which will be the same proportions and scaling and polycount as the provided trees.  But if you don't have max you can't currently get your new tree into Ryzom.  And you can't export a monster to hack on it without losing all the animation, which is the valuable part because animating is harder than modeling.Quote:Quote:A second large problem is that the game is basically implemented as 2d; currently jumping, flying, or swimming with control of up and down movement are not possible.  People are already discussing how to add that.A lot of games use 2D states and render a 3d graphical representation of that. If the game's design doesn't fit with your own design goals, why do you want to use it as a base instead of something else that more closely fits your needs?I was describing what the community sees as current problems, not my own opinion.  I have no solid design yet, so I have no idea whether an eventual design would require jumping, flying, or whatever.   ;  Still looking for people who like the basic MMO concept described above and have some design ideas of their own to propose. [smile]   ;  Maybe intrested after checking out the coding and engine to see mod worthyness.   