I am writing to you to ask if you would be willing to hand me the version of Unity that was used to develop FusionFall? There’s a whole community that has reverse engineered the game, however we can only go so far, and we’ve hit a dead end.
We want to develop new content for the game client. While Grigon did go under in 2009, the actual game executives have expressed interest in breeding new life into these games via the community.
You can download all prior public release of Unity here:
You would need to license them appropriately, as well as likely operate them in a hosted 32-bit environment, as MacOSX will not run them directly anymore, and most likely neither would Windows.
Well the funny thing is that when attempting to update the game at all, it mangles the client horribly. And since world building was so specific within the Unity Editor for this game, the only real way would be to have the original editor itself, which I just checked, and is not in the archive page.
Graham Dunnett did say that a staff member could go and grab the file since staff has access to that sort of stuff however.
Oh wow that version is ancient. I’m not sure it would even work anymore. I’ll have to check internally. What version have you tried? Can you try the oldest one on the archive?
Unfortunately, the way world building works is kind of in an origami sort of way with pathing and sidewalks, so even if we do use another version of the editor, it wouldn’t load in sidewalk data or allow us to use the specific water material. Very broken sadly.
There was only one version of this specific editor made. The original game was built in GameBryo, and then ported to Unity at the last minute. So to compensate and match certain details from what the Gamebryo engine could do, Unity had to make specific changes so that when porting the game from GameBryo, stuff like terrain would stay in it’s intended form.
Fun read though, to see people passionate about such an old game. Does seem like it’s worth chasing up a plan B to see if the community could port to a slightly more modern version of Unity.
OK, it looks like this request has been made before in 2015
We were unable to help then. It’s a custom build that was made for a specific customer. It’s not kept in our archives and from what I can tell our source code only goes back to 4.x so its gone
I do think you will need to update to a newer version of Unity and port the project. My understanding is that the custom code was something to do with getting the mesh/texture data out of Gamebryo format so in theory that should be possible to do now providing you have some understanding of the format or reference materials. Maybe you can convert the assets?
Thank you for the quick response. Very unfortunate news, but I truly thank you for going around and checking. We don’t know who the original order was for, whether that being for Chris Waldron, it’s unknown.
The community has taken the OBJ assets and thrown them into newer Unity versions, however because we’d want to create expanded content for the original game that was scrapped due to Grigon closing, creating new map squares, upgrading locked inventory slot amounts, etc. is just about nearly impossible without that editor.
We thank you again for checking for us, and hope to find another way to gain this level of access to creating these assets sometime in the future.
Porting something like this isn’t easy when all we have is the main.unity3d and asset bundles lol. There are a few projects for it however within the game’s community. Just search up OpenFusion and you can join in on the fun!
I thought this too, however FusionFall Universe had custom tools that could take things you build in the public 2.x Unity and inject it into the existing asset bundles and force the client to load them. Towards the end of their project they did manage to actually add full new map squares with terrain, missions, and items, however their caveat would be no sidewalks, still unable to change inventory space, and lots of 2008 limitations.
If we had the project file like ToonTown recently had happen to itself a couple years ago, it’d be great. However with the Turner Broadcasting being killed off completely, and Warner merging with Discovery, they’ve thrown away a lot of their older stuff for games like this.
Again, thank you for your responses, very grateful to confirm closure here.
I don’t mean to ruin everybody’s parade here but Cartoon Network did apparently DMCA-takedown the fan attempts at keeping this alive:
DMCA Takedown
On April 16, 2020, FFU, whose Twitter account had been changed to ‘The Universe Team’, announced that Cartoon Network had filed a DMCA takedown request, which the team agreed to, leading to FusionFall Retro being shut down and FusionFall Legacy being cancelled as it was also confirmed that the team’s fan projects, social media, and web services would no longer be hosted in any capacity. Numerous details about what FFU planned to include in Retro have since been shared by the organizations members.