Ok. Here goes.
So, there is enough enthousiasm, from enough people who can carry the project as well. And, as expected, someone (me, in this case) will have to take the lead, reach a consensus of what we're going to do, and give all the people who want to participate a job.
So, let's start with that consensus. What are we going to do? Let's use KISS, and break it down into simple and desirable milestones.
First, we really want it to be 3D. That's a given. And so we need a 3D engine. As probably half the fun of this project is going to be to have our own one, we're not going to look for available alternatives. Ingenu is offering us his basic 3D engine as a starting point, and we'll gladly take it.
First on our list is: asking Ingenu to supply us with his source code, and (for the programmers among us) taking a good look at it. See how it works, what it can do, what we like/dislike about it. And what we want to do with it. That requires a different thread. So, Ingenu, I would like to ask you to make one, where we can have a go at it. And don't worry: we don't care that it's only a basic thing without any documentation and all. We want it!
The second thing is a sequence of steps that allow us to eventually get to that working (and fun!) game. And, as we don't yet know what it should be, I think we should do that like this:
1. As soon as we have a basic engine up and running, we should make a digital playground. That requires a server. Who offers one and knows what to do with it?
2. When we have a server, we want to put a persistent 3D world on it. For our purpose, that requires that all objects are either complete (ie. 3DMax, x, or another (our own?) format that allows that), or build from scripting. Like the whole environment.
3. That requires a scripting engine as the basic building block. As in: whatever you want or do, you need a script to make it happen.
4. Which requires our own scripting language. A good one!
5. We want a client as well: downloadeable at first, but ultimately it should be a browser plugin as well. That shouldn't be that hard by itself if we have the above, although we should take care to use as generic a networking protocol as we can make it. And it doesn't matter at first if it's slow, so we can run all logic on the server.
6. If we have all that, we need a good user interface, that allows all users to make changes to that 3D world as they see fit.
7. And then we can make a full 3D interface for our Beyond3D forum. And add interesting extra's.
Everything else should come later. Because, if we have all of the above, we just made it pretty simple for all visitors to build their own mini-game as they like it, with a little help from us. And if we focus those efforts on the 3D and scripting engines, everyone can pick and choose whatever they want to build next.
As for the artwork: I would suggest we use a format that is useable by a good, freeware 3D modeller. That means Blender. (Yes, I know.) And start by using all the freely available 3D models around the internet. There is plenty of choice. And that also makes it easier (initially) on the art department.
So, in short, what do we need now:
- The basic engine, to expand.
- A server to run it on.
- A GOOD scripting language, freshly designed or copied.
- A file format for the art that Blender likes, new or existing.
- Lots of models and textures, copied initially.
- A client that displays it, to build.
- An intuitive, interactive user interface.
What do you think? Any feedback is appreciated. And I would like the people who want to do any of those things to tell us.
Let's make something new and great.