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didnt yall already have like a working version? is VO ever coming back? whine whine whine!

Posted on 2004-02-28 20:49:12


Yeah... we had... I think it was three different versions of it running where you could walk around and chat and stuff. There was never any fighting or anything like that, finished.

The last version was the coolest, it had animated emoticons!

It's not being actively developed at the moment, though.

Posted on 2004-02-28 23:08:32


Creating an MMORPG from the ground-up is a staggaring amount of work. Maybe once V3 has seen a few revisions, work can resume on it if the interest is there. A lot of the tools would already be finished or at least in a very useable state (the verge engine and map tools) and if the existing VO code could somehow be migrated into V3 it shouldn't take much more work to just continue where it left off, eh?

This is all wishful speculation of course :)

Posted on 2004-02-29 04:06:45


I so would like to at least take a look at that. That would be all I needed to make a TetraMaster and Triple Triad online type thing.

Posted on 2004-02-29 09:47:00


Well square already beat you to Tetra Master Online. ;p

Posted on 2004-02-29 10:20:09


Triple Triad is way better than Tetra Master, I'd play TT online all day if I could! Or *cough* CF *cough*

Posted on 2004-03-01 06:04:44


yes! v3 would be amazingly awsome if it had the ability to support some kind of multiplayer.

Posted on 2004-03-02 02:04:24


There has been talk of it supporting multiplayer already. But not MASSIVELY mutiplayer, the kind of architecture that would be needed to support a living online game.

Anyway, I hope that it will eventually.

Posted on 2004-03-02 04:41:16


An ideal form of V3 multiplayer would be one in which the game session could be saved and then resumed later, regardless of discrepancies in player lists between the two versions. Basically, the game saves out each player's character data in independent files, and saves out the entire world state in a "session save" or something like that. Character saves are linked to the corresponding session but it's only a one-way link, i.e. the character knows what session it belongs to, but the session has no idea what characters belong in it. This means a session can be resumed even if some characters are not present, or if new characters arrive. The world-state can summarily be changed during gameplay and saved out again, and then the previously absent characters can rejoin in the *next* session to a slightly changed world.

If some clever game design was applied to world interactivity, one could make a damn cool non-MMO multiplayer-focused RPG.

That is all.

Posted on 2004-03-02 06:08:31


Maybe net-savvy programmers like loretian could look at more modest multiplayer applications of VERGE to start with? One idea would be multiplayer support for "standard" V3 games where, say, characters in battle are controlled by remote players even though the session is only really taking place on the host machine. Anyone remember the multi-controller function in Final Fantasies 5 and 6? Sooooo much fun.

Posted on 2004-03-02 22:25:33


Yeah, me and Rage almost beat FF5 on PS1 with the two controller setup for battles. That was awesome.

Posted on 2004-03-02 23:57:44


Something like a mini-vo in which you ran around with a smallish group of people would be doable in V3 once the netcode business is in. That would be pretty rad. ;D

Posted on 2004-03-03 00:31:26


It'd require some cleverness in organization on the gamemaker's part in the verge-c code... but if the net capabilities are going back into v3 as planned, it would not be an impossible task.

However, it'd probably help a ton if you already had experience in netcoding. Maybe Lore can make a tutorial for simple concepts when that day comes?

Posted on 2004-03-03 00:47:18


I'd be happy to help in any way I can, and maybe actually contribute something other than running this damn server, debating politics on the forum, and popping on irc now and then to make some bad jokes.

zero has been doing a lot of net-code lately, I think, or at least researching it, too. I'll offer whatever help I can.

Posted on 2004-03-03 16:26:03


With the length of that last post on the debate forums I'm suprised you are actually still alive. That thing must have taken hours to write!

Posted on 2004-03-04 01:16:40


Keep talking about netcoding, it is giving me some funny ideas

Posted on 2004-03-04 21:15:13


the only thing about giving people the ability to connect to the internet in verge could mean VC trojans and virii. That would be very interesting.

Posted on 2004-03-04 23:06:44


I would almost be honored to be hit by a VC virus. Almost.

Posted on 2004-03-04 23:08:30


no way. my code is bulletproof. nay, even more audacious a claim shall i make: my code is earproof

Posted on 2004-03-05 00:06:35


So the net-code is what holds you back? Is there any interest in trying to make it open-source? What apis are you using for Verge Online? DirectX/MingW/Winsock? I'm willing to try to help at least with theory on how to write a mmpog network algorithm.

Posted on 2004-03-05 01:13:14

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