Hagality Online
Active Member
- Joined
- Jul 22, 2020
- Messages
- 22
- Reaction score
- 39
You might wonder why I haven’t been able to find even a single programmer willing to seriously collaborate on the project. Maybe my vision of bringing Tibia into a full 3D world with smooth animations simply isn’t convincing enough. Maybe this whole idea is just my own personal failed experiment — and even with such a huge developer community like Otland, it’s surprisingly hard to find someone suitable.
I’ve reached out to many developers over time, but usually got either no response or the classic "no time" excuse when it comes to actively contributing to the project. And honestly, it seems like even just one decent programmer together with one artist would already be enough to actually get a functional 3D client up and running. There are so many forks and mods of Tibia out there, but very few people seem interested in stepping outside the usual 2D world and trying something completely new and unique.
Most projects based on OTClient focus on changing GUI layouts, adding some new skins, extra windows, maybe some custom sprites — but in the end, it’s still the same 2D game underneath. Maybe that’s also part of the reason why a full 3D client isn’t getting much attention or recognition from the community — I don’t really know.
In the last few months, I’ve been slowly filling in missing 3D models to cover gaps in the map, still running on TFS 1.4.2 version 10.98. But honestly, at this point, pure art updates aren’t enough anymore to push the project forward — like someone already pointed out earlier. The real progress would come from tackling core code changes, but so far nobody has really stepped up and decided to roll up their sleeves and dive into the coding side.
I’m pretty sure the author of this thread isn’t the only one who already has a fully unpacked version of the client, whether extracted from .assets or directly from the project files. Maybe that’s just how things have to be — and if I won’t be able to fully create it myself, then maybe one day at least I’ll get to play an official 3D version.
In summary:
You could say that we're so close, yet still so far.
At some point, my collaboration with Ron's team during the search for people to work on the 3D project was actually quite productive. That said, I didn’t fully share some of the decisions — mainly the fact that the whole thing was built on their own custom server engine, which pushed the project away from TFS. That approach obviously had both pros and cons. Honestly, if the project had been based on TFS from the very beginning, it probably would’ve made it a lot easier to find people willing to join and continue developing it.
But being in a very similar situation back then as I am now, I didn’t have much room to choose. So I went with it — in the end, I finally found a team that shared a similar vision. Maybe not the only one that exists, but definitely the only one I was able to find at the time.
As I already mentioned earlier, the project was originally based on RonOTS, which is fully custom. Personally, my vision for the 3D version was mostly focused on keeping the default map — the one we all know from Tibia. The idea was to make the entry barrier as low as possible: just like a real Tibian, you log in, you recognize the world instantly, you know where everything is, and you just play.
Since only a niche group of people actually knows the RonOTS map, while most players are already very familiar with the original world, it made sense (at least that’s how I saw it) to build the 3D version based on the classic map. Of course, maybe I’m wrong again — maybe the 2D client with the default map is still the only version really worth experiencing. I don’t know for sure — this is just speculation, because we never really tested it.
I’ve reached out to many developers over time, but usually got either no response or the classic "no time" excuse when it comes to actively contributing to the project. And honestly, it seems like even just one decent programmer together with one artist would already be enough to actually get a functional 3D client up and running. There are so many forks and mods of Tibia out there, but very few people seem interested in stepping outside the usual 2D world and trying something completely new and unique.
Most projects based on OTClient focus on changing GUI layouts, adding some new skins, extra windows, maybe some custom sprites — but in the end, it’s still the same 2D game underneath. Maybe that’s also part of the reason why a full 3D client isn’t getting much attention or recognition from the community — I don’t really know.
In the last few months, I’ve been slowly filling in missing 3D models to cover gaps in the map, still running on TFS 1.4.2 version 10.98. But honestly, at this point, pure art updates aren’t enough anymore to push the project forward — like someone already pointed out earlier. The real progress would come from tackling core code changes, but so far nobody has really stepped up and decided to roll up their sleeves and dive into the coding side.
I’m pretty sure the author of this thread isn’t the only one who already has a fully unpacked version of the client, whether extracted from .assets or directly from the project files. Maybe that’s just how things have to be — and if I won’t be able to fully create it myself, then maybe one day at least I’ll get to play an official 3D version.
In summary:
You could say that we're so close, yet still so far.
Post automatically merged:
At some point, my collaboration with Ron's team during the search for people to work on the 3D project was actually quite productive. That said, I didn’t fully share some of the decisions — mainly the fact that the whole thing was built on their own custom server engine, which pushed the project away from TFS. That approach obviously had both pros and cons. Honestly, if the project had been based on TFS from the very beginning, it probably would’ve made it a lot easier to find people willing to join and continue developing it.
But being in a very similar situation back then as I am now, I didn’t have much room to choose. So I went with it — in the end, I finally found a team that shared a similar vision. Maybe not the only one that exists, but definitely the only one I was able to find at the time.
As I already mentioned earlier, the project was originally based on RonOTS, which is fully custom. Personally, my vision for the 3D version was mostly focused on keeping the default map — the one we all know from Tibia. The idea was to make the entry barrier as low as possible: just like a real Tibian, you log in, you recognize the world instantly, you know where everything is, and you just play.
Since only a niche group of people actually knows the RonOTS map, while most players are already very familiar with the original world, it made sense (at least that’s how I saw it) to build the 3D version based on the classic map. Of course, maybe I’m wrong again — maybe the 2D client with the default map is still the only version really worth experiencing. I don’t know for sure — this is just speculation, because we never really tested it.
Last edited: