Quote:
Originally Posted by taumel
Use some reasonable middleware were people get payed for debugging and enhancing the tool for you so that you can concentrate on the game. If you don't have the proper ressources, anything else is almost insane.
One thing you shouldn't forget is that all this flexibility in a system also brings in more complexity and so there are more bugs and issues to be taken care of. You'll have to ask yourself how much this feature is worth to you putting efforts in. If it's the core of your business then it might be worth it, if it's not then i would say, stay with a more simple approach. That's also the reason why most online games do a much simpler streaming or distribute even via download.
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Of course it would be nice to do a universal engine and sublicense it. But the exact economics of producing a browser-based game are not really the topic here.
An adventure engine is a sufficiently simple matter that two persons can be done with the basic framework (rooms, items, moving, interaction) in a week or so. More exotic features would come later, but the basic logic is really quite simple.
A game consists of rooms and characters.
Rooms consist of floors, layers and items.
Characters and items consist of multiple states