Some background to all of you johnny-come-latelies
In the beginning ( and for me that was 12th of January 2006 ) we were a few developers ( darawk,malign,rz950, yours truly) trying to create a city of heroes emulator. The coding team fell apart pretty quickly, as of march 2006 I was pretty much the only active coder/RE guy left, with malign helping wherever he could ( the forums, svn and assorted administrative tasks ). After we've received legal threats from ncsoft ( February 2007 ) the original project was shut down. Since we did not feel we've done right by our irc friends, we've decided to create a project that would carry on the coxemu's spirit, but at the same time extend the scope of the whole endeavor. Thus SEGS was born.
This is excerpt from a post that was made on these forums almost five years ago, it represents our overreaching goal.
Since that time, most of the work was concentrating on the CoX subproject, and progress was/is excruciatingly slow. That stems from the simple fact that most of the coding/RE work was/is being done by one person in whatever spare time he/she can find.SEGS has a really simple goal: creating and facilitating creation of worlds.
SEGS will provide:
World selection service (Registration of worlds, Querying)
Asset management ( dynamic and static updates )
Various common MMO world components, both code ( AI algorithms, chat services, logging, persistence, load balancing, server templates, client components ) and content ( whole worlds, scripts, client-side assets etc.).
And as a part of SEGS we will provide source code for various worlds created using our platform.
Some recent history
After the shutdown of CoX was announced, the amount of activity has increased substantially and we've considered the various options available to us. I've talked with the fine folk of cohtitan's forums and at the time we've decided that server emulator was one of the possible ways to save whatever we could from the collapse. Since SEGS choice of very old client and using c++, clashed with choices of our titanic friends ( using pure c and the last available client ), we've decided that both projects will continue on their respective paths and we would provide whatever help we could to each other.
Since then I've set up a testing server, just to give us all some little hope. At the same time I've worked on some pretty complicated issues related to input processing and trying to patch the client to support newer GPU cards correctly. Both of those issues are far from being completed.
And now we come to the crux of this post
What would help the SEGS project to get 'there' faster ?
Developers, of course, and yet it seems that as a whole, there's not enough developers interested enough to stick with the project.
Now the simplest possible answer to this lack, would seem to be: money
Adding monetary incentives to project features could work, and at the same time it can kill it. The problems as I see them are:
We are on treacherous ground where CoX is concerned, especially if we get money involved in developing that part of SEGS.
On the other hand, we could only restrict incentives to general SEGS components. Yet still I would not feel right doing so. It would be like building the project using everyone's feelings of loss and exploiting their hopes.
At this point I feel the current approach of working exclusively on CoX is not the right one, and I should concentrate my efforts on other parts of the SEGS project ( script language integration, alternative clients etc. ) in hopes of attracting some developers, who might want to use those components in their own projects.
Thoughts, suggestions ?