Post
by fps » Tue Dec 20, 2005 10:34 pm
I have a question about the new engine, if we switch to a new engine which parts of our old game libraries will still be compatible, scripts? Models? Levels? ECT...
Or will we have to start our games completely over again from scratch?
If we are going to switch engines I suggest that we try to follow something that will improve our graphic capabilities AND provide us with a well organized and easily managed workspace.
I have seen a few good engines out there and highly recommend the Unreal engine for its immense flexibility, I owned the original unreal tournament and have seen great potential in what could be done with its source, I however am not a very good programmer so I moved on to an engine that I could easily use.
I know that what we are working with now is a Quake based system which I never really understood why Quake was what was chosen, but now that we are talking about possibly changing that I would suggest anything closer to Half-life, counter strike, unreal tournament, secrete service, or Command and Conquer Renegade.
Half-life had support for surprisingly good graphics, good physics, cool weapons, good AI, moving mouths on talking characters, alt fire, weapon responsive environments(bullet holes in glass), and some awesome effects.
Half-life was also pretty easy to modify in any aspect of the game.
Counterstrike is basically a massive modification of Half-life.
Unreal tournament offers good graphics, Impressive AI, COMPLETE PAWN TO ATTRIBUTE INTERACTION, unlimited weapon slots, alt fire, respawning, COMPLETE SCRIPED WEAPON SYSTEMS, and I’ve seen some awesome modifications for it such as a grappling hook and players spawning friendly pawns.
Secrete service had good graphics, great physics including rag dolls, good AI, AI teammates, the ability to give orders to AI teammates, limited weapons carried, gear setup screen, and good multiplayer.
Command and Conquer Renegade had great graphics, tons of weapons, great AI, interactive 3D character information screens (pickup data disks), huge destroyable buildings with interactive + massive interiors, massive map size/detail support, moving mouths on talking characters, communication between pawns, great use of path point systems, pawns use cover to hide from sight of enemies, great multiplayer, money/resource based weapon purchase systems, the best vehicles in any game that will run on my computer (and there damn good vehicles to start with), vehicle physics, the ability to spawn vehicles at a "weapons factory or airstrip" that are purchased at the purchase screen, flying vehicles such as helicopters, reinforcements parachute in off of jets or repel down zip lines out of windows or off of transport helicopters, practice mode for botmatches at main menu, ect...
The list of features that could be added to reality factory goes on for just about forever doesn’t it. If we could at least find a way to incorporate the best parts of these games into the new engine we would have just about the best engine ever even heard of.
What do you guys think?
Thanks,
Fps