Hey Ckob...my old team worked on a licensed Tunnels and Trolls MMORPG. We also scrapped it after 3 months. MMO's are very difficult to code let alone creating all the models, worlds, and content to fill it. I think the key to writing a successful MMORPG in blitz is to make it soooo modular that you can add to it in "mini-expansions" while you create it. I would be interested in working on a project like this but only on a recognized fantasy brand. It takes all the guess work and content creation out. What you do is look for a miniscule rpg game that kinda well know...and tackle that. I'm not a T&T fan and I thought that the combat sucked horribly.
Also, I think one main person working on the game will drag it out for freaking years (Freeworld). Heck, by the time you get the game made, all the models and graphics are out dated or not up to par.
I've worked extensively with multiplayer in blitz3d. I coded the multiplayer for WarTanks and AirWar 1946 (demos). I also coded a game match server that let people find other's games and join them.
Bottomline, if you're wanting to work together on a modular MMO then I'll definitely like to contribute. We just have to find an existing rpg game that will let us have a spin at creating it.
Peace!
Also, I think one main person working on the game will drag it out for freaking years (Freeworld). Heck, by the time you get the game made, all the models and graphics are out dated or not up to par.
I've worked extensively with multiplayer in blitz3d. I coded the multiplayer for WarTanks and AirWar 1946 (demos). I also coded a game match server that let people find other's games and join them.
Bottomline, if you're wanting to work together on a modular MMO then I'll definitely like to contribute. We just have to find an existing rpg game that will let us have a spin at creating it.
Peace!