Thegpfury Member Posts: 53 From: Registered: 03-23-2006 |
Which is better? I have downloaded Kaneva, and played around, but my 3d modeling skills leave much to be desired. ------------------ |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
haven't heard of Kaneva... lol... ------------------ |
CPUFreak91![]() Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Someone mentioned it in the Multiverse: FREE MMORPG thread ------------------ |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
oh lol ok... ------------------ |
Thegpfury Member Posts: 53 From: Registered: 03-23-2006 |
Kaneva looks like it could be very powerful, but it has no true level editor. Everything has to be 3d modeled and imported. ------------------ |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
yah... lol... i just dled Irrlicht, felt like messing around... lol... ------------------ |
Simon_Templar![]() Member Posts: 330 From: Eau Claire, WI USA Registered: 10-25-2004 |
I haven't used Kaneva, and Multiverse is not yet available to the general public, so it is largely an unknown quantity. I've talked to some people who have used Kaneva and what I have generally heard is... #1 Kaneva isn't really well suited to doing an MMORPG ------------------ |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
tha's too bad... ------------------ |
Ashton_JX![]() Member Posts: 156 From: Springfield, Oregon, USA Registered: 02-21-2005 |
So kaneva owns any IP (intellectual property) you put in their engine? thats kind of a bad deal. So you mean if someone were to create a game with Kaneva, that means that the company that makes Kaneva has complete ownership of all the resources, even copyrights to the characters and stories? ------------------ Tired of loosing your work for all eternity? Jesus Saves! You should too :P (liek every 1 1/2 seconds) This is a message from teh save the data foundation, and from (CTRL + S): Because da data is y00r future. Maybe. |
Thegpfury Member Posts: 53 From: Registered: 03-23-2006 |
Ouch That stinks. Hopefully then I will be able to get into the multiverse beta. ------------------ |
Simon_Templar![]() Member Posts: 330 From: Eau Claire, WI USA Registered: 10-25-2004 |
I don't know if they own the intellectual property.. I kind of doubt that. What they do own is all of the code. So if their company goes down, all your code and technical work goes with them. In other words you may still have the art work you did, and the concept/idea work, but you'd be back to square 1 with no coding, no engine, nothing ------------------ |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
that's better, but it still sucks... lol... ------------------ |
Ashton_JX![]() Member Posts: 156 From: Springfield, Oregon, USA Registered: 02-21-2005 |
From an artists standpoint, that really doesn't bother me all that much. I'm sure the only programming I'd be doing would be a small tweak here and there in some of the scripts. Er, okay technically that'd be scripting not programming. So really I don't think I'd mind trying kaneva out. If anything else, it would be a great way to learn more about making games. Though, for the programmers I can see how this would be a big blow. The vast majority of their work wouldn't belong to them, so I think the artists really get the best of it. ------------------ Tired of loosing your work for all eternity? Jesus Saves! You should too :P (liek every 1 1/2 seconds) This is a message from teh save the data foundation, and from (CTRL + S): Because da data is y00r future. Maybe. |
eshodan![]() Junior Member Posts: 3 From: Atlanta, GA, USA Registered: 05-25-2006 |
Hi All, Hope things are well. I just wanted to clarify Kaneva a bit. Just to let you know where I'm coming from, I currently work at Kaneva's in-house studio as a character artist. Disclaimers of bias aside, Kaneva is an excellent platform choice if you're considering either an FPS or an MMO. The platform was originally developed for a game combining these two genres. It has since been expanded with a slew of general features and has been made quite extensible via the addition of lua and python scripting support. To address something mentioned earlier in this thread, creators always maintain ownership and total control of their IP and assets. So other than rigging time in the Kaneva Editor (which is considerable, but small compared with other solutions), you lose nothing in checking out Kaneva. As for licensing, we're currently making some radical changes. A few decisions have been finalized though and they are as follows: Here’s a link to our new game development site. Here's a link to an online flyer for the platform. It's a bit dated, but still useful. BTW - Holla to all you CGDC 2006 attendees. ; ) ------------------ |
eshodan![]() Junior Member Posts: 3 From: Atlanta, GA, USA Registered: 05-25-2006 |
One more thing... Our document writer has author a wealth of documentation for the platform available at http://docs.kaneva.com/bin/view/Public/HowDoIDoc. Also the development community at http://elite.kaneva.com is awesome. Forum posts are usually answered quickly and collaboration is the rule rather than the exception. ------------------ [This message has been edited by eshodan (edited May 25, 2006).] |
Simon_Templar![]() Member Posts: 330 From: Eau Claire, WI USA Registered: 10-25-2004 |
Does Kaneva have an in house Terrain/world creation tool, or does it recomend a particular 3rd Party tool for creating terrains? What kind of tools does it have for setting up areas, placing objects etc. ------------------ |
Thegpfury Member Posts: 53 From: Registered: 03-23-2006 |
hmm, if you would add heightmap support for terrain, I'd be interested. Right now, it is a real pain trying to set up the land and all. ------------------ |
eshodan![]() Junior Member Posts: 3 From: Atlanta, GA, USA Registered: 05-25-2006 |
No, you'll still need to create land meshes and most assets outside of KGP (with the notable exeption of particle effects which can be authored with our particle editor). As for "setting up areas, placing objects etc.", KGP has a comprehensive set of tools meant to manage these tasks including 3DS Max/Maya like transform widgets. Regarding height maps, indirectly (pre-KGP import) you can of course make use of height maps, but at present you won't be able to directly use them in KGP. So long as usage remains non-commercial, KGP is free to download and use. Give it a try and let us know what you think. ; ) ------------------ |