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Ask YC: What are you working on right now?

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Re: Ask YC: What are you working on right now?

#151

Earlier quoted context omitted.

Please use a toolkit that has Mac support. Thank you. :)

Currently, I'm using Panda3D, which is compilable on OSX, though it's not supported in teh main branch yet.

Curious: how do you get the 3d models? I just wonder how much effort it is to create 3d models for a game. I am not afraid of 3d programming, but the modeling is a different kind of beast...

Re: Ask YC: What are you working on right now?

#152
post #6

I am working on a kids MMO with a very cool spin on it. Getting the Business Plan and pitch worked out...

I am also working on an MMO. It's a space game. My spin is that everything in this game will be emergent. The players can design and play anything in this game, or it will evolve through genetic algorithms. I've worked out how to do most of this. I'm still working out how to evolve NPC ship AIs, but that's not the most important. Also, everything in this game will be scriptable. Users will be able to create programs…

Do you still have humanoid "player characters" in your game, or is your avatar simply a [set of] ships? I've always wished for a space game where each "ship" is a thriving colony all on its own, with hundreds of players with their own quarters, and an intense rivalry over who will be "captain", "navigator" and so on (unless it's some sort of military ship, but there could still be a mutiny!) If you are the ship[s], this gets a little less poignant.

Also, watching sci-fi TV shows for a long time, I've come to appreciate the visual value of "away missions"/shore-leave. It's boring staring at a starfield for hours at a time (even with cool nebular effects.) Is there a way to land on planets that have life on them (that is, not boring ol' asteroids) and perhaps stay there, living off the land for a while where no one can find you but for your radio pollution?

Sorry if this is all irrelevant to your particular implementation, but I've been planning my own similar venture for a while.

Re: Ask YC: What are you working on right now?

#153
post #6

I am working on a kids MMO with a very cool spin on it. Getting the Business Plan and pitch worked out...

I am also working on an MMO. It's a space game. My spin is that everything in this game will be emergent. The players can design and play anything in this game, or it will evolve through genetic algorithms. I've worked out how to do most of this. I'm still working out how to evolve NPC ship AIs, but that's not the most important. Also, everything in this game will be scriptable. Users will be able to create programs…

[deleted]

Re: Ask YC: What are you working on right now?

#154
post #151

Earlier quoted context omitted.

Currently, I'm using Panda3D, which is compilable on OSX, though it's not supported in teh main branch yet.

Curious: how do you get the 3d models? I just wonder how much effort it is to create 3d models for a game. I am not afraid of 3d programming, but the modeling is a different kind of beast...

Right now, I'm using Wings 3d for polygonal models as in the old Elite game. I'm not an artist. I'm going to hire one or two artists to make it look good.

Re: Ask YC: What are you working on right now?

#155

Earlier quoted context omitted.

I am also working on an MMO. It's a space game. My spin is that everything in this game will be emergent. The players can design and play anything in this game, or it will evolve through genetic algorithms. I've worked out how to do most of this. I'm still working out how to evolve NPC ship AIs, but that's not the most important. Also, everything in this game will be scriptable. Users will be able to create programs…

I suppose you're conscious that there are a few huge cans of worms in your way. Expect QA and customer service to become more 'interesting' than in the typical MMO. Player scripting will tend to alienate nonhackers (script trading notwithstanding). Empowering players as you suggest in other comments (letting them run whole factions) reduces the pressure to socialize, which is the main driver of player retention. Surp…

Player scripting doesn't seem to alienate people in Second Life. Maybe there's something I don't know. Scripting will not be required to play. You will be able to buy scripts from weapon developers, who will finally be worthy of the name.

Faction players will need pilots. Their AI drones will never be a match for human pilots in player ships. On the other hand, pilots will need factions -- otherwise it will be hard to generate enough wealth for the very best high tech equipment.

Re: Ask YC: What are you working on right now?

#156
post #152

Earlier quoted context omitted.

I am also working on an MMO. It's a space game. My spin is that everything in this game will be emergent. The players can design and play anything in this game, or it will evolve through genetic algorithms. I've worked out how to do most of this. I'm still working out how to evolve NPC ship AIs, but that's not the most important. Also, everything in this game will be scriptable. Users will be able to create programs…

Do you still have humanoid "player characters" in your game, or is your avatar simply a [set of] ships? I've always wished for a space game where each "ship" is a thriving colony all on its own, with hundreds of players with their own quarters, and an intense rivalry over who will be "captain", "navigator" and so on (unless it's some sort of military ship, but there could still be a mutiny!) If you are the ship[s], t…

I would like to have player avatars in the future. We will start out with ships, however.

Re: Ask YC: What are you working on right now?

#157

Earlier quoted context omitted.

I suppose you're conscious that there are a few huge cans of worms in your way. Expect QA and customer service to become more 'interesting' than in the typical MMO. Player scripting will tend to alienate nonhackers (script trading notwithstanding). Empowering players as you suggest in other comments (letting them run whole factions) reduces the pressure to socialize, which is the main driver of player retention. Surp…

Player scripting doesn't seem to alienate people in Second Life. Maybe there's something I don't know. Scripting will not be required to play. You will be able to buy scripts from weapon developers, who will finally be worthy of the name. Faction players will need pilots. Their AI drones will never be a match for human pilots in player ships. On the other hand, pilots will need factions -- otherwise it will be hard t…

TBH I've never played Second Life, but from what I've read it's more of a social sandbox than a direct competition. The space setting is more associated with combat and domination. It seems more likely that nonhackers will call foul on any disadvantage, real or perceived.

In my experience advocating player scripting in a MMO forum, I've observed that there is much prejudice against real life technical skills. Players seem to have less of a problem with other real life factors having an impact. Factors such as social skills or ability/willingness to spend more time on the game. I think this is because it takes technical skills to evaluate the true impact of mechanics involving technical skills, in order to come to the conclusion that they are mostly benign.

OTOH, I've also observed that some nontechnical people actually like scriptability and others can be convinced (with some difficulty; they often assume you're trying to skew the game towards your abilities for the sake of getting an edge) if you have the chance. And of course, people that can program absolutely love the feature. Unless you start with millions and a recognized IP, I think your best bet is making some underserved audience love your game rather than try to please the mainstream.

So I was playing devil's advocate here. As I said, I myself would love player scripting, and if I was to make a MMO, I'd bite the bullet. But whatever you do, I think these are factors to take into account.

Re: Ask YC: What are you working on right now?

#158
post #136
post #91

Writing my resignation so that I can devote more time to freelancing and a startup

I did that a couple of months ago, and before you know it freelancing takes all of your time. Luckily I'm close to launch.

I'm going to restrict the number of hours per week I spend on freelancing and raise my prices as I reach that cap of hours. Hopefully supply is plentiful enough for this to work. Has anyone tried something like this? How did it work out?

Re: Ask YC: What are you working on right now?

#159
post #119

On some S60 code for a paying client. Improving code not originally written by me. Oh the joys of C++ and Symbian! Lately I have been doing quite a lot of MIDP Java development for the same client, and it was quite a bit more enjoyable. With great powers come great responsibilities.

Wow! The odds? read my comment...

The odds of someone being fed up with Symbian C++? Quite high? :)

Actually I am also kind of doing the same thing in Java as in C++, and hoping to be able to ditch the C++ version in the future.

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