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Too hard to develop servers?
As my thread on the Main Forum was not released,
I wan't to open up a small discussion relating in development servers. My impression as staff member on various places and long time player is, that it's just too hard to develop a server nowadays. Why? - Graphics, Graphics, Graphics It's hard to build a new server without a hell lot of graphics. You need a tileset (of course you can use the official one, but it's just been used too much over the past years, you see it nearly everywhere you go), graphics for furniture, weapons, or anything you can think of, while you can number the count of active graphics designers on graal with one hand, most of them are blocked with work on other servers. So how to compete with servers like era, or other nicely styled up playerworlds? You always need a graphics artist and there aren't really any available. - Lack of developers Most players who develop are already bound in projects and rarely new, good developers are coming. Why? The tools are as attractive as Windows 95 on a 486 Machine: Outdated, Slow, Buggy. Manpower instead is put in projects never released, like Graal 3d, Flying Technology, or odd platforms like the iPhone (okay it could attract outsiders, but I guess they will run away when they will hit the REAL graal, with the problems I am currently stating here) So what would I say? Invest time in a graphics and scripts database available for anyone, more different Tilesets to use, Graphics and so on, so that more players can build good playerworlds without a degree in computer science and/or design. Invest more times in essential things for graal: Level Editor and Gani Shop - Scripted or not! The last versions were published a decade ago, are buggy and unhandy. I hope more people will agree - but graal is a development platform - and it nearly seems that Cyberjoueurs is trying to ruin this very aspect of it by not listenting to anybody and just working on nice daydreams like Graal 3d or iPhone Graal, while important aspects of the main game are in urge need of maintenance. |
I completely agree. I'm working on a project where every bit of work will be opensource. I hope other players follow in suit.
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I've tried open-source, the problem is for some idiotic reason, that players feel open-source stuff loses its value. I've heard many tell me that don't want to use my graphics from my free tiles thread because they're accessible to everyone, and they don't want to use stuff that's available to other servers... they want unique stuff. I have no problem with that, but it seems people like to make things harder for themselves because they always want to one-up the 'competition', or have some sort of higher standard. I'm completely pro open-source, I just wish more people were... because those who use open-source content may end up getting criticized for not making their own work and be held on a lower tier just because they didn't make it.
Anyways, there is a myriad of things that contribute to the difficulty of development. The major obstacle, I think, is the fact that this is just a game to 99[percent] of us and something we do during our free time, when developing a game(especially an online one) is a full-time job. We all have this sudden inspiration to do something big, and go to do it only to have a huge spur of initial development that slowly(or suddenly) dwindles down into inactivity. It sucks, because our only real encouragement to get our stuff done seems to be inspiration... without that we end up losing focus. Oh, and the complete absence of external, offline development tools contributes handicaps to the actual labor of development. It's terrible that Stefan is basically telling us if we want it, we gotta make it ourselves. Oh well. |
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In the end, people can't say we haven't tried. |
Like 90% of my tileset is stuff I've been given, and I'm taking a hold of as much open source that would benefit my server as I can.
I see no reason why players should really mind, I bet loads of them wouldn't even know it was open source.... o_O |
I can't say anything, that thread was 100% true. :frown:
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Inspiration is a necessity for me to script anything. I don't even take money.
Graal developers that don't wish to utilize open-source material are ignorant. For example, in the real world, not all development companies have the time and money to create their own engine so they license other engines such as Unreal and Gamebryo to shorten the development time and still have a great product. |
Making a server is not hard, if you stop thinking about matching the quality of the games out right now with 12000 quests and 200 different types of clothes and 123094203984 level map. If there's a ton of cool little servers, because everyone worked on there own smaller projects that only take a few months, the success of Graalonline would skyrocket.
A server is not hard to develop, but it is hard to create a server simply possible to develop in a reasonable time. Here is an ordinary idea for a server's workload: 1. At least 20-40 GFX needed and 1 totally unique tileset (Just the necessities) 2. Extremely difficult script designs, like really good AI for baddies and stuff that is just a complete pain in the ass. 3. GMaps with over 100 levels in them, all requiring complete attention to each one. 4. 10-15 GANIs (not really difficult, a 3 year old can GANI) Stop trying to think impossible. When you're creating a server idea that you want eventually to come to life, don't think about custom bodies and "revolutionary gameplay." I'm not saying don't tweak the formula a lot, but be sure you have or you're sure you'll have the proper resources (developers) to handle it, otherwise think about what is already open-source and what your team's, and especially your capablities are. There's only about a handful of rediculously great scripters on Graalonline, for example. I mean people that have taken college courses. One of them is, of course, Stefan. I'm sure you can pick out the others. These guys can tackle big things, but I'm 99 percent sure they're not interested in your project, and if they are it's not in a "well let me help develop" way. Also, there's tons of variables that come into every new staff member you acquire. One of them, your great GAT, is going to start college in 2 weeks and doesn't have time for it anymore. But you're almost done! Too bad you'll never find a GAT of acceptable quality that he was to add to your team. Think small ideas with great replay value. A 1000 GMap with a custom tileset sounds great, but you'll never get released; it'll take years. A 50 level GMap with some great gameplay in it with pics1 will take a few months at most, including the content that comes with it. If you don't develop but want to make a server, I strongly suggest you practice in one of the two most important fields: Leveling w/ pics1 or Scripting. Graphics are important to a server, but if you make a proper server idea, graphics could simply just be unnecessary to an idea that works with open-source graphics or simply just a minimum of graphics. |
For me, I'm willing to develop, but not to the point where I have to pay the $40 a year or whatever it is for an account. One thing that might help attract some developers is some kind of (cheaper) subscription option that gives you access to a particular playerworld.
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Actually, each server would need to have quite a good gmap, it just depends on what you make. If you make a modern style, then ok you can copy Era and make a small map so players wont get lost to find someone to fight with. But if you make RPG, don't you seriously think it needs around...350 levels at least ? Or there is no point. And yeah, 350 is WAY more than 100, people never really realize that it's not even enough. Think about it, Unholy Nation is currently a bit over 300. |
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Yeah, it's too expensive to be a developer. They need to make that cheaper.
I also think they should break the "Classic Tab/Hosted Tab/Gold tab/Hidden Under Construction Servers" Everyone should be under the same roof, same conditions. Because it's simply too hard for servers to get attention, to get developers. Graal have great tools, i don't really think it has anything to do with that. |
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Just because ith as the tools doesn't mean that there are people willing to work. There's a shortage of developers, so I'd say you stick to making simplistic but enjoyable things. I've got quite a few very good, completely outlined server ideas that use very limited amounts of levels and development, but the enjoyability is endless. |
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Time factor and quality over quantity is much more important. |
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What managers need to do is find at least one good level maker. They don't have to be great. They just have to be good. That person hires somebody else that has an interest in learning, and teaches them. It's the same with scripting, and all other developing jobs. People starting a server today are looking for the best of the best, and won't accept anything lower. These people just don't exist. The best of the best are working on other servers, which is how they've gotten as good as they are. If I were going to start my own server, I would take the entire year subscription and use it for pure development. I wouldn't have a goal of getting the server out in that year. I would just make a goal of getting all the core systems made, the main levels made, a good selection of graphics made. With enough luck, I would be finished by the time my subscription ran out, and I would attempt to get it hosted. If I'm not finished, I spend the money and pay for another 6 months. The bottom line is that these people don't realize that making a server isn't something to jump in to. You need a plan, and you need the financial backing. |
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Graal basically provides the game "architecture" anyway. If you were supposed to write your entirely own game, you could easily run into a lot of bad decisions that make everything harder, but in Graal you can mostly just throw more code at whatever problem until it goes away. If you have a few competent (not necessarily "rediculous") people figuring out how everything fits together, scripting a very custom server is not rocket science. I do not want to belittle awesome scripters or claim that they do not deserve the respect they receive, because I do think that they are what really makes or breaks playerworlds. But if people had a bit less awe and more of a "I am going to figure out how this works" attitude, they could get much further. If all those people who are all "hey I am not a scripter I just do ____" got to terms with the fact that scripting is supremely important for server development and just went ahead and learned it, I am sure we would have a lot more interesting servers or at least ideas in the game, even if they use the default graphics or reuse old artwork. |
Graal is deadwieght in the mmo industry, pricing model is completely wrong for this type of game. Consquently bad business decisions have resulted in a stagnent player base. Few players means fewer developers means less content. For a user content driven game CJ has made it very unattractive. Developers are getting old and are drifting away from the game, there are not enough talented new developers coming in to keep graal going forever.
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Classic/Gold servers only hire the best of the best. Under Construction servers need to be happy if they find one or two good developers, those are probably some their friends that they have. I know that, because I've been a LAT for many years, worked on both many under construction servers, classic tab server and H-Tab server. Classic tab servers gets the best people, it's obvious. The person who is working for that server doesn't need to buy gold every month and that server have more players/get more attention. Quote:
People don't get good at making levels / graphics in two days, it takes YEARS. Alright, I'll buy scriptings... but making levels, graphics etc. No one can learn anyone about that. Everyone have their own style and their own developement process! Quote:
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My point is: It's almost impossible to follow the plans, it's really not as easy as you think. |
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It's not that easy as you may think to get to the classic tab. |
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If it isn't the same thing everywhere, then it becomes interessting I already played some games that were interessting, but the only thing you had to do was walk, kill something, and bring back stuff Map was nice, but seriously walking over all the gmap and do it backwards all the time is very boring. So at least a very nice map, with lot of space, and where you could think of some sort of category, for exemple quests about a mountain, with a city around idk |
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Everyone going "my server is like this..." and having a completely different idea from each other is much better then comparing it to an already existing state like "Classic, RPG or Modern." I think if people stopped getting inspiration from and trying to emulate existing games and making it be it's own in 2D Graal, the different things this game could do could be awesome. I know that sounds weird considering Graal itself is basically a clone of Zelda, but yeah. |
Lowering your standards and making a server half the size of the servers on the classic tab isn't a sure-fire way for success. It's just not that simple... it will probably lessen the workload, but not but as much as you imagine... people usually give up before they even have 50 levels of the overworld done, and half of the systems... so ya, I don't think LESS=SUCCESS as simply as you imagine it, Horrified.
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edit: I don't think you should lower standards at all, just 50 levels should insure quality really. |
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In other words: Why should players of other playerworlds switch over to yours? You have to give a reason :) |
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There are a lot of things that contribute to the fall of playerworlds, it's not as clear-cut as you imagine. |
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