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	<title>Comments on: Unity 2.6 for Indie MMOs? Yes! (But&#8230;)</title>
	<atom:link href="http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/</link>
	<description>MMO game development</description>
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		<title>By: Joe</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-57567</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Sat, 05 Jun 2010 10:34:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-57567</guid>
		<description>I think for all but those with professional experience, the 2D route is superior for an Indie MMO.  I&#039;m anxiously awaiting the 1.0 release of NetGore.</description>
		<content:encoded><![CDATA[<p>I think for all but those with professional experience, the 2D route is superior for an Indie MMO.  I&#8217;m anxiously awaiting the 1.0 release of NetGore.</p>
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		<title>By: Mike Hillyer</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-56904</link>
		<dc:creator>Mike Hillyer</dc:creator>
		<pubDate>Mon, 31 May 2010 17:44:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-56904</guid>
		<description>Any chance you could do a little write-up on what&#039;s involved in bending Unity into an MMO? I&#039;m interested in doing a small indy project myself and would greatly benefit from knowing what&#039;s involved.</description>
		<content:encoded><![CDATA[<p>Any chance you could do a little write-up on what&#8217;s involved in bending Unity into an MMO? I&#8217;m interested in doing a small indy project myself and would greatly benefit from knowing what&#8217;s involved.</p>
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		<title>By: Christian</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-56282</link>
		<dc:creator>Christian</dc:creator>
		<pubDate>Tue, 25 May 2010 21:34:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-56282</guid>
		<description>I would be interested in seeing the MMO you are building.</description>
		<content:encoded><![CDATA[<p>I would be interested in seeing the MMO you are building.</p>
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		<title>By: JasonM</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-54492</link>
		<dc:creator>JasonM</dc:creator>
		<pubDate>Thu, 13 May 2010 13:16:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-54492</guid>
		<description>@Porter:  It should be clarified that Unity3D does not actually have the capability to be an Indie MMO.  It merely has the capability to be HALF of a MMO, the client-side.  You would still need a Server-side component to go with it.  It can do multiplayer networking, but that isn&#039;t the same as an actual MMO, that is simply smaller scale networking (peer to peer).

@Marshall:  Everything I have heard about Ryzom indicates that the code would be considered spaghetti and poorly documented.  Now, making it open source could allow some dedicated and hard-working folks to clean it up perhaps and turn it into a decent product.  And that would definitely be exciting for the Indie community.</description>
		<content:encoded><![CDATA[<p>@Porter:  It should be clarified that Unity3D does not actually have the capability to be an Indie MMO.  It merely has the capability to be HALF of a MMO, the client-side.  You would still need a Server-side component to go with it.  It can do multiplayer networking, but that isn&#8217;t the same as an actual MMO, that is simply smaller scale networking (peer to peer).</p>
<p>@Marshall:  Everything I have heard about Ryzom indicates that the code would be considered spaghetti and poorly documented.  Now, making it open source could allow some dedicated and hard-working folks to clean it up perhaps and turn it into a decent product.  And that would definitely be exciting for the Indie community.</p>
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		<title>By: Porter</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-54322</link>
		<dc:creator>Porter</dc:creator>
		<pubDate>Wed, 12 May 2010 01:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-54322</guid>
		<description>I wasn&#039;t aware unity even had the ability to program an indie MMO, pretty neat. I&#039;ve only messed with flash myself, but I found this article pretty interesting. I completely agree with the support issue, making it free basically destroyed your quality support for good. Hopefully 3 is top notch and pulls things back together, I&#039;ve heard good things, I would hate to see it die off.</description>
		<content:encoded><![CDATA[<p>I wasn&#8217;t aware unity even had the ability to program an indie MMO, pretty neat. I&#8217;ve only messed with flash myself, but I found this article pretty interesting. I completely agree with the support issue, making it free basically destroyed your quality support for good. Hopefully 3 is top notch and pulls things back together, I&#8217;ve heard good things, I would hate to see it die off.</p>
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		<title>By: Marshall</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-54228</link>
		<dc:creator>Marshall</dc:creator>
		<pubDate>Tue, 11 May 2010 02:00:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-54228</guid>
		<description>Oops, spelled it wrong (Ryzom) and forgot the link: 

http://dev.ryzom.com/news/13</description>
		<content:encoded><![CDATA[<p>Oops, spelled it wrong (Ryzom) and forgot the link: </p>
<p><a href="http://dev.ryzom.com/news/13" rel="nofollow">http://dev.ryzom.com/news/13</a></p>
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		<title>By: Marshall</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-54227</link>
		<dc:creator>Marshall</dc:creator>
		<pubDate>Tue, 11 May 2010 01:59:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-54227</guid>
		<description>Eric,

You probably heard that Ryzon has released its engine under a GNU license and art assets under a Creative Commons license. I don&#039;t know much about the game itself, but releasing a commercial (i.e. generally functional) 3D MMO as an open-source alternative does seem like a potential windfall for indie MMO development. What do you think?</description>
		<content:encoded><![CDATA[<p>Eric,</p>
<p>You probably heard that Ryzon has released its engine under a GNU license and art assets under a Creative Commons license. I don&#8217;t know much about the game itself, but releasing a commercial (i.e. generally functional) 3D MMO as an open-source alternative does seem like a potential windfall for indie MMO development. What do you think?</p>
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		<title>By: Andy Korth</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-54207</link>
		<dc:creator>Andy Korth</dc:creator>
		<pubDate>Mon, 10 May 2010 20:03:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-54207</guid>
		<description>I&#039;ve been using Unity3D for about a year and a half now. We&#039;ve made 3 large webgames as contract projects and we&#039;re working on our own self-published title in Unity. Our saying is: &quot;Unity makes a lot of hard things easy, and a lot of easy things hard&quot;. 

It seems you share our experiences exactly. While the demos work great, and Unity is fantastic for artists to see their models in action, it falls apart when you are finishing an actual game. We do run into crashes and bugs on a daily basis, including some very painful data-loss issues with prefabs loaded into a scene. We run into scaling issues in nearly every project, and sometimes the functionality to fix them just isn&#039;t exposed by Unity. I have a bunch of issues open in Unity&#039;s bug tracker. Sometimes they are fixed, sometimes they are closed without comment (which might mean they are fixed), and sometimes they just stay open forever.

I don&#039;t mean to bash on Unity here, since it is a fantastic product. I am just coming to believe it&#039;s better suited for mockups and tech demos than actual polished products. Documentation in the product is good for beginners, but it&#039;s too light on the advanced features. The actual GL classes have to be figured out by trial and error.

I had the opportunity to try out Unity 3.0, and I agree with what Aras says. We were mostly able to convert our project in half a day of work. There were a few changes here and there- places where the API isn&#039;t backwards compatible genuinely needed the API improved anyway, so I don&#039;t mind there. Unfortunately, it seemed like some key drawing features might be removed and not replaced. I asked Samantha how final those changes would be, but they never got back to me.

I&#039;ve also heard a few other Unity old-timers lament the decay of the quality of the community...</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been using Unity3D for about a year and a half now. We&#8217;ve made 3 large webgames as contract projects and we&#8217;re working on our own self-published title in Unity. Our saying is: &#8220;Unity makes a lot of hard things easy, and a lot of easy things hard&#8221;. </p>
<p>It seems you share our experiences exactly. While the demos work great, and Unity is fantastic for artists to see their models in action, it falls apart when you are finishing an actual game. We do run into crashes and bugs on a daily basis, including some very painful data-loss issues with prefabs loaded into a scene. We run into scaling issues in nearly every project, and sometimes the functionality to fix them just isn&#8217;t exposed by Unity. I have a bunch of issues open in Unity&#8217;s bug tracker. Sometimes they are fixed, sometimes they are closed without comment (which might mean they are fixed), and sometimes they just stay open forever.</p>
<p>I don&#8217;t mean to bash on Unity here, since it is a fantastic product. I am just coming to believe it&#8217;s better suited for mockups and tech demos than actual polished products. Documentation in the product is good for beginners, but it&#8217;s too light on the advanced features. The actual GL classes have to be figured out by trial and error.</p>
<p>I had the opportunity to try out Unity 3.0, and I agree with what Aras says. We were mostly able to convert our project in half a day of work. There were a few changes here and there- places where the API isn&#8217;t backwards compatible genuinely needed the API improved anyway, so I don&#8217;t mind there. Unfortunately, it seemed like some key drawing features might be removed and not replaced. I asked Samantha how final those changes would be, but they never got back to me.</p>
<p>I&#8217;ve also heard a few other Unity old-timers lament the decay of the quality of the community&#8230;</p>
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		<title>By: Aras Pranckevičius</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-54198</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Mon, 10 May 2010 18:04:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-54198</guid>
		<description>@Eric: there is a plan to have sockets built-in in the web player install, yes. Whether that will be System.dll or via some other means, I don&#039;t know.

Why we aren&#039;t talking about more details: because of bad past experience. &lt;em&gt;Every time&lt;/em&gt; we said &quot;we&#039;ll try to make this work, but don&#039;t hold your breath&quot;, people read into that as &quot;this will definitely ship&quot;. So we&#039;re trying to talk about the things we&#039;re 190% certain will ship.</description>
		<content:encoded><![CDATA[<p>@Eric: there is a plan to have sockets built-in in the web player install, yes. Whether that will be System.dll or via some other means, I don&#8217;t know.</p>
<p>Why we aren&#8217;t talking about more details: because of bad past experience. <em>Every time</em> we said &#8220;we&#8217;ll try to make this work, but don&#8217;t hold your breath&#8221;, people read into that as &#8220;this will definitely ship&#8221;. So we&#8217;re trying to talk about the things we&#8217;re 190% certain will ship.</p>
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		<title>By: Eric</title>
		<link>http://www.eldergame.com/2010/05/unity-2-6-for-indie-mmos-yes-but/#comment-54196</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Mon, 10 May 2010 17:34:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=592#comment-54196</guid>
		<description>Aras Pranckevičius - thanks, yeah I&#039;ve seen that page. Your experience with upgrading is very good news to me!

One thing I&#039;ve wondered, will it be shipping with the .NET System DLL? Currently if you want to use sockets, you end up needing to include this 1mb DLL in your downloadable program. It makes it harder to get file sizes down small.

I have a lot of technical questions... I guess I am just surprised that they don&#039;t have an ongoing Q&amp;A to talk about Unity 3 in more detail. It&#039;s all been very closed.</description>
		<content:encoded><![CDATA[<p>Aras Pranckevičius &#8211; thanks, yeah I&#8217;ve seen that page. Your experience with upgrading is very good news to me!</p>
<p>One thing I&#8217;ve wondered, will it be shipping with the .NET System DLL? Currently if you want to use sockets, you end up needing to include this 1mb DLL in your downloadable program. It makes it harder to get file sizes down small.</p>
<p>I have a lot of technical questions&#8230; I guess I am just surprised that they don&#8217;t have an ongoing Q&#038;A to talk about Unity 3 in more detail. It&#8217;s all been very closed.</p>
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