everjane.com
Ever, Jane
http://www.everjane.com/events
Check back soon for a play date with the devs!
everjane.com
Ever, Jane
http://www.everjane.com/rules
Helpful Tips for Authentic Roleplay. By "Sabrina Stockwood" (aka Lynn). 1 Background Story and Personality. We encourage our roleplayers to come up with a background story for their character. Where are you from and who is your family (parents, siblings, cousins)? Are you single, married, betrothed, or widowed? Why are you here in Tyrhampton—are you looking for the love of your life, or at least the stability of a sensible marriage? Are you on a particular mission, or are you a wandering soul? We are wor...
everjane.com
Ever, Jane
http://www.everjane.com/download
Then click "Enter", which will take you to the screen where you may create your character, or add an extra one (you may have up to six for any one account). Before you play, please click on "known bugs" in the Forums part of this site - I will try to keep this list updated. Some things are going to have to wait while we build the full game – the first stage will be a more stable prototype – but we can fix minor issues “on the fly”, as it were. Click here for download.
everjane.com
Ever, Jane
http://www.everjane.com/tos
3 Turn Productions and Ever, Jane accept no responsibility for results of your use of these websites.
everjane.com
Ever, Jane
http://www.everjane.com/blog
everjane.com
Ever, Jane
http://www.everjane.com/forum
Find here descriptions of the most recent events. Come, we must gossip. Please us by bestowing your countenance upon our presence. Find or bestow a dowry. Gather round the fire and listen. Seek employment with the fine gentry here. Prithee, introduce yourself. Tales of the day. What be this mysterious Beta you speak of. Squash the raffish things! Why, I prefer the wondrous balls myself. What could possibly make this wonderful land more endearing?
developer.muchdifferent.com
UnityPark Suite Developer Site | PikkoServer - PikkoServer
http://www.developer.muchdifferent.com/unitypark/PikkoServer/PikkoServer
ULobby 1.3 beta. ULink is by itself capable of being used for developing massively multiplayer online games (MMO games). Using the tools described in the uLink manual. PikkoServer is not just a backend for MMO games, but is also capable of load balancing civilian and military high fidelity real time simulations, as well as constructive simulations. There is ongoing evaluation work to try it out in these contexts. PikkoServer is in closed beta with Behaviour Interactive's Warhammer 40 000: Eternal Crusade.
developer.muchdifferent.com
UnityPark Suite Developer Site | uGameDB - uGameDB Overview
http://www.developer.muchdifferent.com/unitypark/uGameDB/uGameDB
ULobby 1.3 beta. UGameDB is a complete database solution for the Unity game engine especially tailored for networked games. It consists of the uGameDB client which is tightly integrated with Unity for unmatched ease of use, and the Riak back-end database which adds an entirely new level of scalability. The back-end database can be shared by any number of game servers and can also be used by the uLobby. System, or any other entity that needs to read, or write, persistent game data. Query operations are pe...
developer.muchdifferent.com
UnityPark Suite Developer Site | uLink - Master Server
http://developer.muchdifferent.com/unitypark/uLink/MasterServerProxy
ULobby 1.3 beta. Since the release of uLobby, this master server is not the recommended choice. We recommend using uLobby for building a better and more advanced lobby. But if you have a plan for hosting the game servers outside the datacenter, using some of the player's computers as game servers, it is smart to use the master server and the included proxy feature. To transmit this data to the master server, and the client uses. Which returns the list if it has arrived. Once the master server has been st...
developer.muchdifferent.com
UnityPark Suite Developer Site | uLobby - Introduction to uLobby
http://www.developer.muchdifferent.com/unitypark/uLobby/uLobby
ULobby 1.3 beta. ULobby can be used as an add-on to virtually any type of network game created with Unity. It makes no assumptions about the type of the game and puts no restrictions on the networking library used by it. It uses its own networking API that can be used side-by-side with the game's own networking layer, in order to include lobby functionality while running the actual game. Adds support for user accounts. Users can register with the lobby using a name and password - or other custom type...
SOCIAL ENGAGEMENT