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Author Topic: Planning a Facebook game  (Read 2119 times)

Mephansteras

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Re: Planning a Facebook game
« Reply #15 on: June 04, 2010, 05:02:37 pm »

Hehe. Yeah, I've got back-end people, and I'm pretty accomplished with both databases and systems myself.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Virex

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Re: Planning a Facebook game
« Reply #16 on: June 04, 2010, 05:13:33 pm »

Maybe a toned-down graphical version of DF.


I don't think it'd be easy to tone down the graphics of DF...
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alfie275

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Re: Planning a Facebook game
« Reply #17 on: June 04, 2010, 05:18:11 pm »

I suupport the recommendation for Unity, it is surprisingly easy to use for such great results.
Unity's awesome, but hooking it into a Facebook game is going to eat a metric crapload of bandwidth and turn most cheaper servers into a smoking pile of rubble via data transfer.

The latter is true of games of most kinds, including browser-based games. I hope you have a database guru and a system administrator you can ply with beer. You will need both.

Its been done before. Velociraptor safari
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Blacken

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Re: Planning a Facebook game
« Reply #18 on: June 04, 2010, 05:24:04 pm »

I suupport the recommendation for Unity, it is surprisingly easy to use for such great results.
Unity's awesome, but hooking it into a Facebook game is going to eat a metric crapload of bandwidth and turn most cheaper servers into a smoking pile of rubble via data transfer.

The latter is true of games of most kinds, including browser-based games. I hope you have a database guru and a system administrator you can ply with beer. You will need both.

Its been done before. Velociraptor safari
...Yes. I know. I didn't say it wasn't doable. I said it would require talent and implied (fairly obviously) that it would require cash outlay.
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qwertyuiopas

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Re: Planning a Facebook game
« Reply #19 on: June 04, 2010, 05:40:44 pm »

What can unity do that java+opengl can't?
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Eh?
Eh!

Blacken

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Re: Planning a Facebook game
« Reply #20 on: June 04, 2010, 05:48:00 pm »

Not suck to develop with? Work in a performant manner?

Java applets are avoided for good reason: the JRE devolves into a mess when embedded in a web browser. And there are enough different JREs to make instant compatibility a crapshoot.
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"There's vermin fish, which fisherdwarves catch, and animal fish, which catch fisherdwarves." - Flame11235

ein

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Re: Planning a Facebook game
« Reply #21 on: June 04, 2010, 05:54:38 pm »

Maybe a toned-down graphical version of DF.


I don't think it'd be easy to tone down the graphics of DF...
I have no idea what you're talking about...

MaximumZero

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Re: Planning a Facebook game
« Reply #22 on: June 15, 2010, 11:22:39 pm »

@ein: That's disturbing in ways I'd never imagined.
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