Well I haven't had much time to really think about the MMORPG functions - I'm trying to finish porting the API over to Studio (HTML5/Mac/Windows) first. After that, I'll release them, then start working on the commands.
Generally, the MMORPG will use a user account system (or guest system, for the developers who are *not happy* about signing up users), which is already built in to GMechanism. All the MMORPG commands would do is sync objects from game to game, like player locations, chatbox information, player information, as well as custom variables that are global and local to objects, synced across all instances of your game. That way, you can create a smooth MMORPG, without worrying about the data. That'll be handled by GMechanism.
But, I will also allow the developer to add custom event management, sort of like an advanced mode, where you can outline custom functions not available in the API, that get triggered by custom triggers. So let's say in your game, you want to have an earthquake whenever you push a button. The button gets pushed: GMech_MMO_SendCommand(byte, extra data).... This command will be received by all connected clients, and according to whatever 'byte' you set, the custom event, (in this case, an earthquake) will take place. the 'extra data' tag will let you add more data to the packet, like a user's name or a time or location. Or all the above.
If it doesn't make sense, it will when I publish the MMORPG commands. I'll have a full MMO example.
Also, I think that if you're gonna pay $20 for the MMO commands, you should also get your own 5 GB of storage space on my server for auto-downloaded resources. Like character models, sprites, backgrounds, etc. so your game EXE can be small, and you can quickly download the resource in your game and use it when your game starts.
And of course comes the GMech updater... You can easily push updates to your games through the GMechanism Developer Portal, and whenever an old version of your game starts on a user's PC, it'll auto-download the new version. Cool, yes? An optional feature, of course.
Edited by lukeescude, 27 June 2012 - 03:28 PM.