Yes I have a Unity Pro license, but the issue with it is accessibility. You can use the Unity web deployer, but there will be people who don't want to install the browser plugin, or simply can't due to certain restrictions. I want to make an MMO that really feels like an online game where players have a significant advantage by playing with other players rather than taking the solo route that AAA mmos these days seems to make the most efficient way of progressing. To do that, making the game accessible to a larger audience is a must and I believe HTML5 canvas and a free-to-play with optional purchases architecture is the best way to acheive that.
I believe HTML5 canvas should be more than capable of what we have in mind, specifically I plan on using the Phaser framework, mainly for it outs of the box support for TMX map parsing. Pixi is nice, but i'd either have to write the TMX parser myself, or work an external library into it.
I don't plan on having fancy lighting effects and detailed shaders or anything like that. Just a simple 2D game similar to a mmo version of to the old legend of zelda games or mozillas browser quest.
I want to stress that I don't want people to start doing artwork because they expect to have an awesome game to play one day. I would like people to help do artwork for the game at a cheaper paid rate than what I would pay for exclusive work with the principle that all the artwork would be public domain and freely able to use in anyones game or project. If going by my previous track record, there is a 100% chance this game will never see the light of day haha, but I'm hoping having more free time will change things.
I totally agree with you on having weekly goals. I don't really plan on starting anything major till after I graduate in May, but I can certainly have a nice playable demo up by next Monday. After May, I could also do weekly updates or some such and create an updated news feed / blog type thing.
I'm entirely open to creating a completely new style that is licensed CC0. Just seemed like the LPC sheets were a big thing here that I thought people would be more willing to work on extending.
All the sprites and tiles required for my game should be family friendly, as it is intended to be a free-to-play HTML5 browser game with optional in-game purchases, on the condition that it does not become yet another failed project for which I make NO guarantees that the project will ever be completed.
Boogle:
I have worked on personal mmorpg projects in the past, all of which have failed, but have exceeded steps you pointed out. I see your point though and that was one of the reasons I chose to start with the LPC graphics, as it already gives a good base to start working on the game, before commisioning a lot of art work. While I don't mind using free art to begin with, I do like to have things going concurrently and while programming with prototype art, having professional art being done simulatenously.
If you believe it would help garner support for doing artwork for this project, I could quickly throw together a prototype like you stated and have it hosted within 1-2 days using the LPC graphics. Something simple like typing in a character name and being able to walk around a demo world and chat with other players.
That's not a problem. I don't plan on "selling artwork". Have no problem distriuting any extra artwork or modified artwork under same license. Just not the source code.
What I plan to sell are in game items like +50% exp boost for 24 hours etc.. kind of stuff. Not that actual artwork itself.
What I'm curious about is the cost of art and how much art you can expect to get for roughly $20,000. The actual programming etc... I'm not factoring into the cost cause I can handle all of that myself. I also already own unity Pro. Unity Park is $715 USD which basically leaves $19,285 for art assets. I'm not looking for extremely detailed art, I'd much rather go with a kind of low-poly cartoony style like the evoland pictures I linked to.
The idea I've been fiddling with is to make a single player game that is based a lot around the MMORPG I have in mind, with a story that kind of leads into a mmorpg sequel. Then I can reuse a lot of the assets, and have income from the single player game to really expand.
Yes I have a Unity Pro license, but the issue with it is accessibility. You can use the Unity web deployer, but there will be people who don't want to install the browser plugin, or simply can't due to certain restrictions. I want to make an MMO that really feels like an online game where players have a significant advantage by playing with other players rather than taking the solo route that AAA mmos these days seems to make the most efficient way of progressing. To do that, making the game accessible to a larger audience is a must and I believe HTML5 canvas and a free-to-play with optional purchases architecture is the best way to acheive that.
I believe HTML5 canvas should be more than capable of what we have in mind, specifically I plan on using the Phaser framework, mainly for it outs of the box support for TMX map parsing. Pixi is nice, but i'd either have to write the TMX parser myself, or work an external library into it.
I don't plan on having fancy lighting effects and detailed shaders or anything like that. Just a simple 2D game similar to a mmo version of to the old legend of zelda games or mozillas browser quest.
I want to stress that I don't want people to start doing artwork because they expect to have an awesome game to play one day. I would like people to help do artwork for the game at a cheaper paid rate than what I would pay for exclusive work with the principle that all the artwork would be public domain and freely able to use in anyones game or project. If going by my previous track record, there is a 100% chance this game will never see the light of day haha, but I'm hoping having more free time will change things.
I totally agree with you on having weekly goals. I don't really plan on starting anything major till after I graduate in May, but I can certainly have a nice playable demo up by next Monday. After May, I could also do weekly updates or some such and create an updated news feed / blog type thing.
Saliv:
I'm entirely open to creating a completely new style that is licensed CC0. Just seemed like the LPC sheets were a big thing here that I thought people would be more willing to work on extending.
All the sprites and tiles required for my game should be family friendly, as it is intended to be a free-to-play HTML5 browser game with optional in-game purchases, on the condition that it does not become yet another failed project for which I make NO guarantees that the project will ever be completed.
Boogle:
I have worked on personal mmorpg projects in the past, all of which have failed, but have exceeded steps you pointed out. I see your point though and that was one of the reasons I chose to start with the LPC graphics, as it already gives a good base to start working on the game, before commisioning a lot of art work. While I don't mind using free art to begin with, I do like to have things going concurrently and while programming with prototype art, having professional art being done simulatenously.
If you believe it would help garner support for doing artwork for this project, I could quickly throw together a prototype like you stated and have it hosted within 1-2 days using the LPC graphics. Something simple like typing in a character name and being able to walk around a demo world and chat with other players.
*deleted, double posted.
This is a nice set of isometric tiles, there really isn't that much freely available isometric artwork on the internet.
Would you be willing to make more tiles for $$$?
That's not a problem. I don't plan on "selling artwork". Have no problem distriuting any extra artwork or modified artwork under same license. Just not the source code.
What I plan to sell are in game items like +50% exp boost for 24 hours etc.. kind of stuff. Not that actual artwork itself.
Also, thanks sharm :)
I just want to know why that guy jumped off the bridge? :(
Well good news is I have a license for ipi Mocap2 so I can do animations myself lol. 2 Kinect cameras + the software = awesome investment.
How much do you expect I can reduce costs by not requireing "exclusive" rights to the assets? I.E The artist can resell them to others as well.
What I'm curious about is the cost of art and how much art you can expect to get for roughly $20,000. The actual programming etc... I'm not factoring into the cost cause I can handle all of that myself. I also already own unity Pro. Unity Park is $715 USD which basically leaves $19,285 for art assets. I'm not looking for extremely detailed art, I'd much rather go with a kind of low-poly cartoony style like the evoland pictures I linked to.
The idea I've been fiddling with is to make a single player game that is based a lot around the MMORPG I have in mind, with a story that kind of leads into a mmorpg sequel. Then I can reuse a lot of the assets, and have income from the single player game to really expand.
Ahh thanks. I'm wanting a similar style for a project idea of mine and was wanting to know how to best communicate it with any potential artists.