

I think you really need to talk to the research team to find out what they want to use the server for, and how they want to collaborate. That will inform everything else.
Software engineer (video games). Likes dogs, DJing + EDM, running, electronics and loud bangs in Reservoir.
I think you really need to talk to the research team to find out what they want to use the server for, and how they want to collaborate. That will inform everything else.
It’s also the fact that AAA budgets demands a huge return on investment, so you end up with gross monetization schemes designed to keep players paying as long as possible. Imagine if Stardew Valley had a Farming Pass subscription each year.
If you’re looking at collaborating in game jams, you’ll find it handy to have some Unity, Unreal Engine and Godot under your belt. Don’t worry about becoming an “expert” at any of them, just do a few intro tutorials and read the starter docs on each.
Yeah that sounds about right - VST is such an awful standard, and is only made worse by all the copy protection nonsense that companies pile on top of it. I wish there was an open standard that was cross-platform, portable and used PGP encryption for standard licencing, but alas, it’s too late for that.
I’m quite surprised Ableton haven’t released a Linux version yet. They would have had to do some of the legwork to stand up Ableton Push.
Liquid Trees! Slam it down fast!
I backed the Kickstarter, and oh wow did I get my money’s worth! I genuinely wasn’t expecting them to finish, and that’s fine - I was there for the support and the ride, however it turned out.
It’s been so long since I originally backed the project that I’m not really that interested in playing it any more, but I’m happy for them that they got it over the line… well, most of it.
Like many Kickstarters they promised a lot without realising just how difficult or expensive it would be. There’s still a lot of deliverables ahead for them, but they’ve been pretty open about running out of money and operating on pure good will at this point, and I can’t say I blame them with over a decade of their lives poured into it.
I hope it does well for them!
But is the overall market growing? What I’d love to know is if less people are playing non-MTX games now than before, or if we’re just getting more people staying to play games and they happen to be drawn to MTX games, ie. a broader target market, in the same way we saw mobile gaming explode with people who never played games before.
It’s really not limited to the game industry. A project of any kind with 10 people vs 100/1000 people is going to be a very different experience. It’s just human nature - there’s more planning and communication required, and more personality types involved.
I guess as a starting point most of us in this thread don’t really know what university research teams do.
If they had a laptop or phone, what kinds of things would they want to do that requires a server? Will they need email? Instant messaging? File sharing? Document collaboration? Will there be sensitive information? Do they need specific software? Or put another way, without this server, what can’t they do?
If you can give some hints on that kind of stuff, I’m sure people in this thread can help out more with specifics on software/tech recommendations.
Edit: obviously Unreal Tournament is non-negotiable.