We expect to release v1.0 in Q1 2010 (likely late January or early Februrary).
Everyone who has purchased license(s) for their developers can begin publishing their games for PC now.
In this FAQ, I have described different options for publishing (deploying) your Visual3D-powered game, as well as the how deployment is being vastly simplified with 1-click Web Publishing (built into Visual3D Architect), as is under development now, and expected to have first cut of it released very soon.
The following prerequisites (dependenceis) are auto-installed with Visual3D Game Engine (SDK), and will be as well for end-users, for games published using Visual3D's web publishing support coming very soon). They are:
"XNA Framework 3.1", ".NET Framework 3.5 SP1" "Visual C++ 2008 SP1 Redist"
You can check off packages with these (or similar) names in the Prerequisites dialog in Visual Studio (found under Project Settings page > Publish tab), after you have installed latest version of Visual3D Game Engine to ensure you have them.
You will want to include the project folder for your game, as well as your custom launcher exe (eg. My World.exe) found in the Visual3D Installer folder (not in your world project folder). For worlds created with Visual3D v0.9.6.x and up, this custom launcher .exe may have been creating automatically, or else you can compile the automatically generated solution (<My World>.sln file) using Visual Studio to create one for you.
You will also want to include project folders for the projects that are referenced by your game "World Project", which are defined in your <World Name>/<World Name>.v3d under <ContentPackages>. You can remove packages from this list, or try deleting (or just not copying them over) to ensure you don't use anything from them.
You will also want to include the "Visual3D" project folder and "Standard Assets" folder, which includes the .dlls and other core runtime files for the Visual3D Game Engine, as well as for the toolset. You can distribute all files in this Visual3D folder, except for Visual3D.Architect.cache, which must always be excluded, as it is specific to the user and PC. Reduced minimum-requirement-only versions of these will be provided in the future for case where you are digitally distributing a game and want to remove as much as possible not required for toolset support.
For project folders, you will usually want to distribute at least the #Assets folder (if it exists) under your world project (and imported content project, if any) folders. Also, you will want to distribute the texture and .model.v3d files currently (though these will be moved under #Assets as well in an upcoming release. And you should generally exclude the .cache folder, and also source code files (eg. Program.cs, .csproj), if desired.
We plan on allowing distribution of the Visual3D all-in-one development toolset as a modding toolset, as well as for using it for in-game, real-time editing (eg. like in SecondLife), so you can include those dlls. This will be simplified after the first cut of Web Publishing support. Currently, modders using the redistributed toolset will be using the same kind of limited-time trial as with Visual3D toolset distributed via our SDK, and will require an extended trial or license beyond that. However, we plan on adding option for limited, single world modding mode for our toolset at some point after Web Publishing. If you are interested in earlier custom support for this, you can contact sales@visual3d.net, otherwise, feel free to discuss further on the forums.
use after which we will enable non-users to have limited editing without need for a license.
You can contact sales@visual3d.net to discuss the details, as well as post on our forums about it.
We are currently working on building 1-Click Web Publishing support into Visual3D Architect, for easily deploying your Visual3D-powered games to a website, a webpage (via our upcoming Web Player) or otherwise providing an install package for it (CD/DVD, etc.).
We expect to have a first cut of this with the v0.9.7 (Beta 7) release, or an update following it, expected sometime in December '09.
What are other ways to publish (or deploy) my game?
If you don't want to wait for the upcoming release to publish your game using the new Web Publishing features being built into Visual3D (see above), or if you just want to deploy/distribute your game in a different manner, then there are a couple different options we would suggest, which are listed below:
We have succesfully published our Tech Demos game to a webpage for Internet Explorer. However, we are updating this, and working on updating this, providing Firefox support, and integrating this into the 1-click Web Publishing support we are building into Visual3D Architect. We expect to provide a first cut of a Web Player prior to our v1.0 release, after the first cut of 1-click Web Publishing is completed. However, when games may find it more attractive to have the benefits of web deployment - launching and downloading/updating (if needed) - their game, simply by clicking on a link in a webpage. We are providing this functionality with our 1-Click Web Publishing, built on Microsoft's tried-and-true ClickOnce deployment model. So this will be available sooner, and those still interested in embedding the game into a browser can do so once the Visual3D Web Player is released.