@Tommi,
Good ideas, but IMHO, we should not use the same infrastructure for assets used at design time (by dev) and at runtime (by player).
IMHO, assets used by player (what you called end user game clients if I understand right), can become heavy load and may require (for non free game) some aditionnal check about end-user authorisation. As it’s acceptable for dev to subscribe to a third party store, it’s an explicit action. It’s not for a player. And may be the game provider (dev, editor) would like to have some control about whish asset are used (eg: I used getdown + an http server to serve data + update (WIP)).
So before create a alternative to steam + steam’ workshop. I though we should work to provide a solution for design time (like Unity’ market), then we could work on a service for runtime (a plus version Unity).
Now my replies :
@tommi.s.e.laukkanen said:
1) Nice modern UI for browsing, contributing and rating assets.
Bintray provide web UI (modern is mater of taste ), for contributing, rating. But As bintray also provide an REST API, it’s possible to create a nicer wrapper site.
@tommi.s.e.laukkanen said:
2) Rest API for downloading assets directly to end user game clients.
with bintray it’s possible for public free package (for commercial, need some investigation), but see my opinion above.
@tommi.s.e.laukkanen said:
3) Rest API for contributing assets directly from editor applications and games supporting in app editing / sculpting.
It’s possible, I paper design some SDK plugin to browse and upload assets to bintray, but it require time. It’s low priority on my todo list because I’m a gradle user and download/upload is “easy” from gradle. I’ll share some gradle task + doc to help the community (WIP)
@tommi.s.e.laukkanen said:
4) Possibility to have multiple repositories synchronized so there could be some redundancy and mechanism for supporting increasing load levels.
I used bintray as a maven repository, so we/you can cache on local or via your own server (artifactory, nexus), and create CDN if you like. It’s a problem if we have success, and the solution exists but it costs money (infra).
@tommi.s.e.laukkanen said:
5) Some kind of community pruning system to keep the content in good shape.
If community can prune data, then data can’t be used directly by player (risk to break the game)
Bintray allow to delete package or link by the owner of the repository (have a team to manage is part of the payed version of bintray).
@pspeed said:
...would be nice if there were the ability to have paid assets also. One thing we really miss in JME is JME-game-ready pro assets. Even assets I buy take a ton of work to get into JME.
+1, I quickly talk about this with Normen. If we want to provide a store with paid assets require :
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a way to pay for customer
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a way to send money to provider
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a way to restrict (DRM like) paid assets
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and 2. may require some legal “shop” agreement + some work with payement system (paypal, …) + some dev to provide all the web UI…
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requires some technical works, investigations,…
I saw this as a business opportunities, but I’ve got some questions about the market’size and ROI (otherwise I am already in the process of working on it )
The team was talking about having an asset “store” sometime back but I don’t remember how far it got.