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heeen's blame forum • View topic - Some multiplayer project concerning blame...
 
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<  General 2.0  ~  Some multiplayer project concerning blame...

PostPosted: Thu Nov 24, 2005 9:56 pm
HumanPosts: 7Joined: Thu Nov 24, 2005 9:43 pm

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PostPosted: Fri Nov 25, 2005 2:52 am
Electronic KnightPosts: 380Location: MalaysiaJoined: Mon Oct 17, 2005 4:21 pm
I'd like to see a genetic algorithm capable of producing a coherant 3D level structure.

Though this project is a non starter without the Licence to create a Blame! oriented game. Unlike conventional games it is not possible to develop MMOs without capital and income (Server logistics: bandwidth costs money.), and if you did that you'd soon find yourself on the nasty end of international copyright law.

The only sort of MMO that is sustainable in that way is the small web based games. Such as .



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PostPosted: Fri Nov 25, 2005 11:24 am
Self Aware AIPosts: 175Joined: Mon Apr 05, 2004 12:01 am
Yup', seems pretty ambitious to me.

I just wonder if an MMO game based a bit on the bitorrent concept is possible, or like the SETI at home and other "mass calcul" system.
Each user connected to the game would generate a part of the city.
Maybe there would be just a sort of "anchor" or "gate" to begin with, then it would scatter like the branches of a tree, maybe sometime one of those way would stop on another gate which would bring you somewhere else.

Now I don't know what owuld happen if the user deconnects :P
But yup', this would need a really good algorythm (whether it is for generating the levels, as well as the difficulty of it, the random placement of ennemies, etc etc...)

For instance a large group of person (players thinkings "we're a lot, it'll be easier") could stimulate the safeguards to dploy a large amount of exterminators...



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PostPosted: Fri Nov 25, 2005 12:50 pm
Electronic KnightPosts: 380Location: MalaysiaJoined: Mon Oct 17, 2005 4:21 pm
Doable, but like you said everytime a user disconnects you lose environment and players will be displaced. Making an MMO is tricky business in itself, making an unlicenced MMO is crazy talk! :shock:



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PostPosted: Sat Nov 26, 2005 7:32 am
Electronic KnightPosts: 307Location: Bay Area, CA, USAJoined: Sun Jun 12, 2005 3:56 pm
It's possible to make an unliscenced one if it's only inspired by BLAME! and not a copy. After all, they won't be making money or distributing something that will hinder salesof BLAME! If anything, more people may even buy the manga bacause of it.


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PostPosted: Sat Nov 26, 2005 10:32 pm
Electronic KnightPosts: 380Location: MalaysiaJoined: Mon Oct 17, 2005 4:21 pm
We understand that of course but lawyers don't :/

8 years ago when I first started on the mod curcuit I hooked up with a bunch of guys making an Aliens mod. 6 months develoment in we released our first free alpha test level. A few days later we got an email from 20th Century Fox asking us on no polite terms to cease and desist or get sued for copyright infringement. We were developing a free mod that would probably have gotten the Aliens franchise a little more attention from gamers. Wonder if it had anything to do with the fact that our test level looked a damn sight prettier than your average AvP level, release of which was pending at the time.

Likewise a fair few Star Wars based mods around the time of HL got mashed by Lucasfilm.

Of course, both Fox and Lucasfilm are probably much more aggressive litigiously than Nihei or any Blame! franchising partners. But you can bet if you intend to see any money in what you're doing you may end up with a lawyer sending you an e-mail telling you you're not passing go and collecting 200 dollars.

And like I said, MMOs are a differant animal since you will eventually need money to cope with MMO bandwidth.

But if you have a good plan(tm) to get around those eventualities I say go for it. :wink:



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PostPosted: Sat Nov 26, 2005 11:42 pm
Site AdminPosts: 322Location: GermanyJoined: Wed Feb 04, 2004 5:08 pm
I doun't think you would get that kind of response from the anime/manga "industry". Anime fansubs are tolerated after all, and a lot of anime and manga gets popularity from fanart.


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PostPosted: Sun Nov 27, 2005 1:40 am
ExterminatorPosts: 137Location: Valdivia, ChileJoined: Wed Feb 04, 2004 8:07 pm


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PostPosted: Sun Nov 27, 2005 3:59 am
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PostPosted: Tue Dec 06, 2005 3:58 am
ExterminatorPosts: 115Location: Base Reality/Frozen TierJoined: Mon Apr 05, 2004 3:31 am



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"Other people's data had been written over mine, but there were just enough fragments of my original record left. I was reconstructed from those fragments." --LOG. 64, RETRIEVED CONSCIOUSNESS
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PostPosted: Tue Dec 06, 2005 6:25 am
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PostPosted: Tue Dec 06, 2005 9:54 pm
Silicon CreaturePosts: 52Location: Teruel, SpainJoined: Tue Feb 10, 2004 5:47 pm
Have you seen this web?



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PostPosted: Tue Dec 06, 2005 10:58 pm
Electronic KnightPosts: 380Location: MalaysiaJoined: Mon Oct 17, 2005 4:21 pm
I've heard of the Multiverse program. It works because you're not actually developing your MMOG technology, you're just modding their pre-existing package. Therefore you only need to develop the content and make code changes to get it to do what you want.

The problem of course is that it's clearly copyright theft if you made a Blame! based MMOG when you start billing players (Multiverse needs server maintenance and administration fees too.).



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PostPosted: Sun Jan 22, 2006 8:41 am
HumanPosts: 18Joined: Sat Jan 21, 2006 12:53 pm
If a dev group really got off the ground wanting to work on a Blame! game, someone would probably have to negotiate with Tokyopop or whoever owns the license in the country the game is going to be developed and marketed in. I can't imagine it would be devestatingly expensive, I mean, how many people outside of Japan have even heard of Blame! or Nihei? I'd be shocked if there were 50 000 Blame! fans outside of Japan.

Personally, I think a System Shock 2 or Unreal Tournament mod would be a much easier, painless way to go. At least to start off with, because let's face it, MMOGs are ambitious projects. To make a decent MMOG (i.e. one that isn't done by an amateur dev team with SNES Final Fantasy graphics), you need an entire dev team working together for months at a time. Not whenever they're not busy, have a weekend off or whatever - I'm talking full-time. So many projects with good ideas fail because, if for no other reason, the devs only have their spare time to devote to their projects, and that isn't usually enough.

Although I'm not sure how you'd try to reproduce a Blame! environment in a modern FPS engine - you wouldn't be able to reproduce even a tiny segment of any of the 'outdoor' megascale environments without causing massive memory overflow errors. The only way possible, I think, would be to use backgrounds.
The whole uniqueness of the Blame! world's architecture is that it's massive almost beyond imagination. I'm not sure if it would be possible to create convincing backgrounds - it would be awfully tough to give it that illusion. It could be done though... I wish someone would try :confused:


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PostPosted: Sun Jan 22, 2006 2:23 pm
Silicon CreaturePosts: 67Joined: Thu Jul 21, 2005 8:57 pm


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