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Multiverse Developer Newsletter
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Volume II, Issue 4
In this edition:
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Corey's Column: Eco-Friendly
At Multiverse, we're obsessed with the ecosystem.
No, not the real-world ecosystem—you can get plenty of pontificating
about that in other newsletters. I'm talking about the ecosystem of developers
using the Multiverse platform. Obviously, this includes folks building
worlds, be they games, social spaces, business tools,
educational endeavors, or something else. But this ecosystem also includes, critically,
developers who build content or technology for other teams to use.
For instance, say you have a small team of engineers and designers, but
no 3D artists. You've got a great idea for a game, and you've coded a
couple of its most unique features: innovative new types of combat and
communication. Now you need to see how they feel in play-testing,
and maybe use that prototype to raise some funding. The prototype needs to reflect,
at least to some degree, the aesthetic you've got in mind. So you post
some announcements in the
classified ad section
of our forums, to find
contract artists who can build you a few characters and environments.
Maybe you like their work so much, you actually hire them full-time when
your funding comes in. I've lost track of how many times this has already
happened in our community. Especially when it comes to enabling indie
teams, the ecosystem is vital.
My favorite example: a few months ago someone posted in our forums
the code for their world's mini-map component. They were having trouble
getting it to work exactly as they wanted, and asked other folks in
the forum for advice. Not only did people give advice, but one person, the
ever-amazing Tim Holt, actually posted his own mini-map code, and said,
"Here, just use mine." That's remarkable. Here are all these
different teams—nominally competitors to one another—that
share this sense of being on the edge of a huge frontier that's big enough
for everyone. Why wouldn't they help each other? A rising tide lifts all
boats.
We're even seeing groups build custom server plug-ins for other teams. We'll be
spotlighting them in an upcoming newsletter.
A true platform has to support—in fact, relies on—this ecosystem. If
people of different professions can bring the skill sets they already
possess to a new medium like this, then we see a multiplicative effect.
Using outside expertise, even small teams can move past otherwise
insurmountable barriers to entry.
If you're part of this ecosystem, especially a team that's building technology
for other teams' use, we want to hear from you. Shoot a note to Ron: random
at multiverse.net. We'll be increasing our promotion of such teams, so
jump on now. Let us know what you're up to, so we can let everyone else
know.
--Corey
Executive Producer, Multiverse
Discuss this article in the forums
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Release 1.1: Video, Flash, Scalability, and More!
By Rand McKinney (c.rand)
Multiverse Documentation Guru
In case you haven't heard, Multiverse has a new release coming out
soon: version 1.1. This release focuses on expanding the programmatic
capabilities of the Client and dramatically improving server scalability and performance.
Here is a taste of what you can look forward to:
Client features:
- Displaying video, web pages, and Adobe Flash animation: The 1.1 Client
will be able to display video movies, both from the asset repository
and from a streaming media server; it can also display web pages and
Flash animations.
- Blended animations: The Client will support blended
animations to support combinations of animations that
can be played at the same time. For example, a character may be running,
holding a gun, looking up, and firing all at the same time.
This ability eliminates the need to create separate animations to cover all
of these permutations.
- UI enhancement: Chat bubbles, quest markers, and floating name text
have been revamped for this release, and will use the same interface
system used for other UI elements. The chat frame functionality will
also be reimplemented in Python scripts.
- Material scripting: You will be able to script material files from
the Client scripting API.
- Deleting characters: The character creation framework will provide
the ability to delete characters.
In previous releases, the World Browser had a largely undocumented BetaWorld
API associated with the server's MARS modules. The 1.1 release replaces BetaWorld with a Python
scripting API that you can modify or completely replace. This will enable
you to create your own original gameplay systems with new types of player
interaction for quests, inventory, trade, and so on.
This change was fundamental enough it will require some manual
migration when you move to the 1.1 release. We replaced references to BetaWorld,
Client.Instance, and other internal client objects from all the UI scripts in the
Sampleworld Interface/FrameXML directory
with calls to ClientAPI interfaces and the new MARS client Python scripts.
We've written a comprehensive upgrade guide to help you in this process.
Server features:
In this release, we added vastly improved performance and scalability
to the server. Both the messaging system and the distributed object architecture
have been reworked. For details, see Tropical:
Server Fun (in the Sun), below.
Tools features:
New World Editor features:
- You can now open a world file without loading all the object collections
in the world; then, you can open the individual object collections separately.
This is useful for very large worlds with many objects, and will dramatically
reduce World Editor's startup time for such worlds.
- You can choose to display objects in the tree view individually to
improve performance.
- There are lots of new camera controls.
- You can create custom keyboard and mouse button mappings.
Additionally, we've made a number of improvements to the other tools.
We are working hard to implement some of the more sweeping tools features
you have requested (yes, terrain editing is top on the list) and hope
to be able to release them soon.
Discuss this article in the forums
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GDC 2008: Call for Booth Partners
Want to join the Multiverse booth at GDC 2008 in San Francisco, and show off your world
to the game developer community? As in past conferences,
top teams will be joining Multiverse at our booth on the Expo show floor.
It gives you a valuable chance
to show off your work as well as attend the conference. It helps us to
spotlight the diversity of our developer community, and
the awesome and innovative work you are doing.
We're still putting together our plans for our presence at GDC, to be held
in San Francisco Feb. 18-22, 2008. All the details aren't worked out,
but we will make space for selected
Multiverse developers who are ready to demo their work. To be
considered for one of the available slots, you must submit your world
to us for review by January 7, 2008.
For the details of the submission process, including the schedule
and evaluation criteria, see this forum thread:
http://update.multiverse.net/forum/viewtopic.php?p=26539&theme=multiverse#26539
The past conferences have been very successful (and fun) for all involved:
great exposure, great experience, great connection between the developer
teams and Multiverse. If you're interested, let me know! Send an email
to random at multiverse, and we'll get the ball rolling.
Discuss this article in the forums
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Worlds in Progress: Two New Worlds in the Multiverse Network
By Ron Meiners (Random)
Multiverse Developer Relations Manager
Last week, Multiverse developers launched two new prototype worlds as part of
the Worlds in Progress (WIP) program: LunarQuest and Force of Arms.
The RETRO laboratory,
a serious games research group at the University of Central Florida, with
funding by the National Science Foundation, launched a preview of LunarQuest,
a virtual Lunar expedition with educational aims in science, technology,
engineering, and mathematics (STEM). RETRO laboratory's Multiverse effort
is led by Tim Holt, a longstanding member of our developer community and
a very helpful and capable engineer.
Wardog Studios,
led by Patrick Hamilton, launched a preview of
Force of Arms, their
futuristic mech fighting game. The preview is focused on a tour of one of the bases
from the game,
including mechs and a recorded audio tour guide.
The Wardog team have also been Multiverse developers
since the beginning, and are solid contributors in the forums.
By giving the public an early look at their worlds, these developers
generate pre-launch buzz that
helps to attract users, makes their work known to press, developers, and
potential partners that come to the Multiverse site, and provides a proof
of concept to show to potential investors. It's a great way to motivate a team
as well.
We here at Multiverse appreciate the teams that go the distance
to make this happen. It demonstrates the capability of the Multiverse
platform, and the diversity and innovation of our developer community.
If your team is ready to join WIP please drop me (random) a line at Multiverse.
If you want to check out these worlds, just launch the 1.0 Multiverse
world browser/client, and they'll be among the choices of worlds to connect
to.
Congrats to these teams on these very real milestones! Their worlds look
great, and there are some very exciting developments to come!
Discuss this article in the forums
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Guest Column: Accelerate on Building a Business in Multiverse
Most folks are naturally excited about starting a new job, often
buzzing with anticipation. But the worst part about starting a new job
is the first few weeks. This period is stressful, it's frustrating,
and generally disorganized. Sometimes the orientation program
is "death-by-PowerPoint," sometimes it's "death-by-forms," but it's
almost always a buzz-kill. Companies spend a lot of money convincing new
recruits that they're coming to a great place to work, then sour
the experience with a downright lousy orientation.
There is a better way: on-boarding and new employee training using
a virtual world.
The early days and months on the job are full of the kinds of learning
that virtual worlds are the best at providing: location learning, contextual
learning, simulation, relationship-building. Multiverse enabled us to
hit the ground running, and focus on our world while knowing we were building
on a solid technology foundation. Plus, because Multiverse will be able
to interchange user data with external databases, it can pull double-duty
by hooking required tasks, knowledge acquisition, and systems configuration
to the company's Enterprise Resource Planning (ERP) system or intranets.
Accelerate Technology has built a demo using Multiverse to provide an
example. A new employee logs into the virtual 3D company campus. She meets
a computer-generated character who guides her to the security office,
where she orders a badge inside the 3D world. Now imagine: she uses her
computer's web-cam to take her own picture. The order is generated
by the virtual world and sent automatically, with the picture, to the
networked badge machine in the HR department. The HR person activates
it and slips it into the new employee's first-day packet of info.
This is only one example of the power that 3D worlds, especially robust
and well-engineered ones like Multiverse, can add to the first few critical
months on the job.
Discuss this article in the forums
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Tropical: Server Fun in the Sun
By Steve Jankowski
Multiverse Lead Server Engineer
Most successful MMO games and worlds are capable of hosting millions of
players simultaneously. Even the least successful MMO can host tens of thousands
of players. Keeping those players engaged requires large environments with
thousands of objects, mobs, NPCs, and activities.
The current Multiverse server, designed for prototypes with merely hundreds
of players, was not intended to handle worlds of this scale, which is
why we're pleased to announce the next version of our server technology,
code-named Project Tropical. The Tropical server architecture provides
a new foundation that will enable you to build and launch worlds that
can scale up to tens of thousands of simultaneous players and beyond.
A New Foundation
You might be rolling your eyes: yet another software project derailed by
a massive rewrite.
Never fear, sanity prevails! The fundamental Multiverse server architecture
is sound: processes, plug-ins, publish/subscribe messaging, the quad-tree,
plug-in scripting, and so on; it's all good stuff. All we're doing is
updating some of the individual parts. In some cases, we simply need to
rework the implementation without affecting the API.
However, some cases require more dramatic changes. When an API itself hinders
scalability, we are creating a new API to encompass new ideas. The results
are dramatic performance improvements enabling massive scalability, which
make the pain of such API changes worthwhile.
This article is an overview of Project Tropical and describes the Tropical
features in the 1.1 release.
Version 1.1 server release
We will deliver the Project Tropical server over several platform releases.
The first release will contain the majority of the API changes, and deliver
some of the biggest performance improvements. Subsequent efforts will have few
API changes. This article is an overview of Project Tropical and describes the
Tropical features in the first release.
Currently, we are finalizing the code for version 1.1, testing it, documenting
it, and writing the conversion guide. Due to the API changes, we are taking
extra effort with the code and the documentation. Future releases will avoid
dramatic API changes, so we're cross-checking the changes against our future plans.
The payoff: killer performance
Our tests show that a single Tropical server can support well over 1000
players, a significant upgrade over the previous server release. We conducted
our performance tests on a quad core 2 GHz server, using test players
that move randomly every five to fifteen seconds. We plan to write a more
systemic performance test that incorporates mobs, players, and static
objects. We're all pretty excited to see how these dramatic performance
advances will impact your individual projects. We are rigorously testing
and documenting the server right now, and will release it soon. We look
forward to your feedback!
Read the continuation of this article in the
Multiverse Developer Wiki.
Discuss this article in the forums
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New on the Wiki
Most of our documentation efforts currently are focused on the upcoming 1.1 release.
To enable us to work freely on the wiki, but maintain the existing
documentation for users of the 1.0 platform, we created a "snapshot"
of the wiki, called the
Version 1.0 wiki.
Until we release version 1.1 (and you are ready to upgrade), refer to the
Version 1.0 wiki for documentation. To remind you that this is the 1.0-specific wiki,
it has a special look, with a red border around the main article area
and a prominent disclaimer on the front page.
Once we release 1.1, and you are ready to upgrade, refer to the
primary Multiverse Wiki
for all your documentation needs. If you are contributing or editing documentation,
you may wish to work on the primary wiki, to ensure that your efforts are carried
forward beyond the current release.
Additionally, to address concerns about what code works on what
version, we've added a couple of new templates: use the "Code Example"
to indicate that you've tested a particular piece of example code,
including the date and version of the platform on which you tested it.
Use the "NotTested" template to explicitly indicate example code which
has not yet been tested.
On the Version 1.0 wiki, developer Slinky created a lengthy detailed
tutorial,
Creating a Faction Plug-in. Slinky, along with developers PaulO,
KarlMarx, and others helped to revise the tutorial for version 1.0.
It's an instructive example of a generally useful plug-in.
To encourage and organize contributions to the wiki, we created
Team Wiki,
an informal group of Multiverse developers who are interested in contributing to,
refining, and developing the wiki.
One of the first members is Quamquam, who helped to categorize most
of the articles on the wiki, among other contributions.
As recognition for his efforts, we made Quamquam the
first external wiki admin (sysop). As an admin, he can
delete pages, protect and unprotect pages, edit protected pages,
block and unblock IPs, and use other special wiki features.
Congrats, Quamquam, and thanks for your contributions!
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| Found in the Forums:
"...Picture a scenario built up from a long list of small
random encounters. Many of these encounters hint at being part of something
bigger, without specifying what. Like the real world version actually
figuring out the story would require a fair degree of socializing between
players, perhaps with groups or guilds forming simply to get to the bottom
of the mystery. The need to work together regardless of individual capability
could only strengthen the game."
FrequencyPattern, Multiverse
Developers Forums
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