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And I am sure there would be work involved. Of course there would be. But the point is not to release the code they developed. They want to market the code under the table.
That we paid for.
As quoted from a member of the dev team in the official FAQ
In other words, more RANK corporate IP abuse. We paid for it, but we can't use it unless a developer runs it for us, and a developer won't run it for us unless we pay them substantially more than it costs to run........
Look at the costs on SpatialOS. Costs are supposed to run about half a penny per user hour. Get real. This game did not go broke on server costs, you dogs. It went broke on stupid, flighty faced people wasting time and energy on nonsense rather than keeping their eye on the original vision and providing the game promised.
This thing quickly devolved into a slime fest of in and out of game trolling. A competent dev team could fix this.
This game as a concept is the apex of what Minecraft taps into, and Minecraft hasn't even been killed off yet by Microsoft, who is busily trying to kill the community by splitting the game off into an entirely different codebase to make it harder on the modders.
Funny how you only noticed the "aggression" when it came from people who are just trying to defend themselves from being ripped off.
Go buy their next puzzle game...... pfft
And just to be very, very, VERY clear, the entire PURPOSE of tools like UNITY is to allow smaller teams to develop larger games. So get off it already with how small BOSSA supposedly is. It's pathetic hearing this trash all the time.
Personally I think the best option for them would be to start a crowdfunding campaign to convert Worlds Adrift to a game which can be hosted locally (though I have a feeling asking for more money at this point wouldn't go over well; it shoulda been done before stating that the game is cancelled). Obviously I don't know the specifics of it all but the fact is that it would be a waste to throw away all the tech behind this game, and a lot of people have wanted a game like this for quite some time (basically all my friends love the game, but the fact of the matter is that we rarely get to play it due to the way crews work (we don't wanna put the ship at risk by playing solo and then lose everyones hard work)).
As for SpacialOS, looking into it it looks like you can run one game instance for free for prototyping and such. So if the community were allowed to host their own servers somehow, I'm sure the community could take advantage of that (and if they wanted to pay for SpacialOS, they could do that too); assuming none of that violates the ToS. I'm not talking about the same scale however, I'm saying let people run private servers on a small scale.
Of course I'm not familiar with SpacialOS so I don't know all the details but I don't see why it should be impossible to let the community run their own servers, even if it requires they go through SpacialOS to do it. There's certainly those who'd be willing to do (and pay for) such a thing. It'd just have to be set up in such a way that you can choose custom servers, and can whitelist/blacklist users and/or password protect those servers.
To break it down to a level any layman OUGHT to be able to understand, the fundamentals of SpatialOS CAN, and indeed almost always ARE, available to the developer on a single computer. This is to facilitate easy prototyping, and it is really not an option to just forbid developers from using it on a single computer when working on a concept.
If Improbable is making developers refuse to offer their software in stand alone form by contract, that is a different issue, and just one more reason to burn Improbable's reputation to the ground, which I think their attempt to strong arm Unity has already got some folks looking at them with a slightly more skeptical eye.
You clearly have no idea that you are talking about. SpatialOS has EVERYTHING to do with this. Its an agreement, and Unity( the engine WA is using) removed their partnership with SpatialOS.. so no updates, no support. Please read up abit before you talk ♥♥♥♥ like you do.
Read for comprehension and in context. The discussion at that time was price (Improbable charges roughly a half penny per player-hour) and an ongoing claim that using SpatialOS meant they could not have small or private servers. Small and/or private servers are part of prototyping and have been possible from the beginning.
Improbable also advertises the possibility of developing for games with small user bases per server but massive depth.
It has never been the case that there is no way to develop using SpatialOS for small or private servers. Period. The End.
Both cost and the impossibility of small servers are patently ridiculous excuses.
Improbable is promising to "do everything in our power to help developers using SpatialOS with Unity to finish, release, and operate their games," including using an emergency fund to help with developers' finances, releasing the Unity GDK as an open source project, and assisting in porting to new engines as a last resort.
Straight off improbable's forums. So give another lame excuse as to why bossa cant complete the game... Improbable is willing to offer help financially and code wise to make sure the games can be completed.
Unity adds that "game developers should never pay the price" for Improbable's "violation" of the Unity EULA, and as a result, "games currently in production and/or games that are live [with use of Improbable's tech] are unaffected."
Update 3, 10 pm ET: Unreal Engine maker Epic Games and Improbable have teamed up to announce a $25 million fund that they say will "assist developers who are left in limbo by the new engine and service incompatibilities that were introduced today... [to] transition to more open engines, services, and ecosystems." The money for this fund will be drawn from "Unreal Dev Grants, Improbable developer assistance funds, and Epic Games store funding" among other sources, Epic said.
Our response to Improbable’s blog post (and why you can keep working on your SpatialOS game)
Joachim Ante, January 10, 2019
Community
Improbable published a blog post regarding their relationship with Unity earlier today. Improbable’s blog is incorrect.
We terminated our relationship with Improbable due to a failed negotiation with them after they violated our Terms of Service.
We’ve made it clear that anyone using SpatialOS will not be affected.
Projects that are currently in production or live using SpatialOS are not affected by any actions we have taken with Improbable.
If a game developer runs a Unity-based game server on their own servers or generic cloud instances (like GCP, AWS or Azure), they are covered by our EULA.
We have never communicated to any game developer that they should stop operating a game that runs using Improbable as a service.
If you are using SpatialOS, please contact us directly at support@unity3d.com or visit support.unity3d.com so we can address your questions and resolve your problems.