I was lucky enough to have a chance to playtest a recent build and I'm very impressed by the potential of what GZDoom is working on. To the point where I find myself wondering if there's a possibility of a multiplayer bubble on that port that, while small and localized, could be great for the health of multiplayer Doom in general. I'm not quite sure I see it being a major threat to the current way of life with Zandronum mods. I think it'll be way more popular with the developers of indie games that use GZDoom as a base - quality peer2peer gameplay for coop/pvp that isn't tied to the infrastructure of a master server - so it helps their games out way more than it'll be super applicable to Doom multiplayer itself.
I was lucky enough to have a chance to playtest a recent build and I'm very impressed by the potential of what GZDoom is working on. To the point where I find myself wondering if there's a possibility of a multiplayer bubble on that port that, while small and localized, could be great for the health of multiplayer Doom in general. I'm not quite sure I see it being a major threat to the current way of life with Zandronum mods. I think it'll be way more popular with the developers of indie games that use GZDoom as a base - quality peer2peer gameplay for coop/pvp that isn't tied to the infrastructure of a master server - so it helps their games out way more than it'll be super applicable to Doom multiplayer itself.
Currently the main drawing power Zandro has over GZDoom is its multiplayer functionality, database support and maybe some specific features like Client-Side scripting. With the amount of contributors and pace of development that GZDoom receives, it could very well be on par with all of the aforementioned features in a shorter time frame than most people expect. People still wander into the Zan discord asking about Brutal doom coop because the experience is better on Zandro than what can be had with GZdoom. The question is, how long will that last?Ænima wrote: The point is that you'd have to convince someone that your obsolete car offers them something they wouldn't find at a dealership or in any other used car.
The probability of GZDoom getting C/S added is small but it is not zero. A more likely scenario would be an internal browser that lists lobbies or rooms of current games being hosted by players. It may not be as robust or ideal as C/S infrastructure, but it would be serviceable, and you wouldn't really need clusters of paid servers. Regardless, C/S would still align with G's push to become a legitimate engine considering other, more mainstream, engines utilize client-server architecture. Even Godot has C/S capability. Once again, dismissing the idea of GZ+C/S isn't a good stance to take unless Graf officially says 'no' or some other roadblock kills the idea.Xenaro wrote: As it is tho, I don't believe Zan's MO of being a more modern based port (compared to Oda/ZD) with client/server architecture allowing always-on servers to be a thing is really that threatened. In 5-6 years if GZDoom people actually wanted to deal with all the cons of introducting multiplayer to their port with C/S offerings. Would it really be in line with GZDoom's way of thinking? I'd definitely be surprised. I just don't think they have people or the desire to dedicate the cost, staff, and infrastructure.
If their favorite gameplay mods worked on Zandro they probably would. GZdoom modders and developers simply don't touch Zandro in any capacity. Modders don't want to work with limited DECORATE & ACS while developers and contributors don't want to dig around in an old (and messy) code base. It's unfortunate, but it's reality.Xenaro wrote: If anything, don't those doomers come over to Zandronum instead?
The port's development has just struggled a lot post 3.0. Although Kaminsky and other the devs have put in a lot of work for 3.1 and 3.2, it's not enough to steer the ship in the correct direction. There are a few key things that contributed to this situation the port currently faces:Fused wrote: Do we really want to continue making small steps and always stay behind? Why would anybody pick Zandronum when another engine has more features, possibly even better multiplayer in the future?
Currently the main drawing power Zandro has over GZDoom is its multiplayer functionality, database support and maybe some specific features like Client-Side scripting. With the amount of contributors and pace of development that GZDoom receives, it could very well be on par with all of the aforementioned features in a shorter time frame than most people expect. People still wander into the Zan discord asking about Brutal doom coop because the experience is better on Zandro than what can be had with GZdoom. The question is, how long will that last?Ænima wrote: The point is that you'd have to convince someone that your obsolete car offers them something they wouldn't find at a dealership or in any other used car.
The probability of GZDoom getting C/S added is small but it is not zero. A more likely scenario would be an internal browser that lists lobbies or rooms of current games being hosted by players. It may not be as robust or ideal as C/S infrastructure, but it would be serviceable, and you wouldn't really need clusters of paid servers. Regardless, C/S would still align with G's push to become a legitimate engine considering other, more mainstream, engines utilize client-server architecture. Even Godot has C/S capability. Once again, dismissing the idea of GZ+C/S isn't a good stance to take unless Graf officially says 'no' or some other roadblock kills the idea.Xenaro wrote: As it is tho, I don't believe Zan's MO of being a more modern based port (compared to Oda/ZD) with client/server architecture allowing always-on servers to be a thing is really that threatened. In 5-6 years if GZDoom people actually wanted to deal with all the cons of introducting multiplayer to their port with C/S offerings. Would it really be in line with GZDoom's way of thinking? I'd definitely be surprised. I just don't think they have people or the desire to dedicate the cost, staff, and infrastructure.
If their favorite gameplay mods worked on Zandro they probably would. GZdoom modders and developers simply don't touch Zandro in any capacity. Modders don't want to work with limited DECORATE & ACS while developers and contributors don't want to dig around in an old (and messy) code base. It's unfortunate, but it's reality.Xenaro wrote: If anything, don't those doomers come over to Zandronum instead?
The port's development has just struggled a lot post 3.0. Although Kaminsky and other the devs have put in a lot of work for 3.1 and 3.2, it's not enough to steer the ship in the correct direction. There are a few key things that contributed to this situation the port currently faces:Fused wrote: Do we really want to continue making small steps and always stay behind? Why would anybody pick Zandronum when another engine has more features, possibly even better multiplayer in the future?
Community health is still important, in fact, many projects will list 'strong community support' as a pro. Even if you have a nice engine, a dead ass looking community isn't going to sway potential game makers or modders. Furthermore, Zandro isn't like your typical game engine, you can't easily separate it from Doom at this point. Plus if you have a strong, active scene, it would only benefit a potential game to have the Zan Community be capable of advertising and feeding in players.Unbanning people, running community events, etc, is nice but these actions only attract people in our small Doom pond. They don't break this project out of the Doom bubble like MM8BDM did. That's what Zandro desperately needs. You gotta move away from the Doom bubble.
It's still important to showcase what the port can do. If the license was magically freed up right now, what would there be to show for it? How are you going to get the port out there? How are you going to entice people to use the port over any other open source engine? Don't misunderstand, community health, media presence and events are not the most important thing but they do have weight and value; you can't just ignore them completely either. Aenima above even talked about how he sees Brutal Doom on Tiktok. Gotta play the game even if you don't like the rules.]]>Community events, socials, updating the website does not benefit the project as much as freeing up the license does. If we free up the license people can just make standalone games of their own mods, run their own communities, upload their game on popular platforms, and breathe life into this wasteland more than any of that stuff ever could.
Community health is still important, in fact, many projects will list 'strong community support' as a pro. Even if you have a nice engine, a dead ass looking community isn't going to sway potential game makers or modders. Furthermore, Zandro isn't like your typical game engine, you can't easily separate it from Doom at this point. Plus if you have a strong, active scene, it would only benefit a potential game to have the Zan Community be capable of advertising and feeding in players.Unbanning people, running community events, etc, is nice but these actions only attract people in our small Doom pond. They don't break this project out of the Doom bubble like MM8BDM did. That's what Zandro desperately needs. You gotta move away from the Doom bubble.
It's still important to showcase what the port can do. If the license was magically freed up right now, what would there be to show for it? How are you going to get the port out there? How are you going to entice people to use the port over any other open source engine? Don't misunderstand, community health, media presence and events are not the most important thing but they do have weight and value; you can't just ignore them completely either. Aenima above even talked about how he sees Brutal Doom on Tiktok. Gotta play the game even if you don't like the rules.]]>Community events, socials, updating the website does not benefit the project as much as freeing up the license does. If we free up the license people can just make standalone games of their own mods, run their own communities, upload their game on popular platforms, and breathe life into this wasteland more than any of that stuff ever could.