SQL has nothing to do with the fact that the packets and logic are the same if you are making a UO client. Maybe I'm missing something. Are you starting from scratch and writing the entire game, using none of the existing logic? If so, good luck, thats quite the endevor and I wish you the best, but the fact of the matter is while UO is a relatively small game compared to other MMO's, it would still take 5 years for a small team of accomplished developers to recreate it, not to mention artists. I can give you this as perspective. PlayUO was created by krrios, an amazing developer, one of the fastest and smartest developers I've come to know. It took him roughly 5+ years to write PlayUO (without custom assests) on his own. Along side this he recruited the RunUO team, Mark, Zippy and ASayer to do the server code that became RunUO, this also took 5+ years to mature, and again no assets and all emulated code (predetermined game-play). While I believe a UO style recreate would be cool, I've seen this 15+ times while I've been with this community (myself included in that count) and each of those times the complexity and sheer amount of time required to complete the task was grossly under estimated. So, back to my point. It might be more feasible to modify a client that is currently usable and open source, while taking a server platform RunUO/ServUO that is tested and mature, and modify them both to your liking.