ChrisReid said:
Yes, of course. But there's no benefit to bringing them up here now. You haven't been to #Wingnut lately either.
No, but the members who sprang to mind I've observed posting on the forums.
Obviously I could only form an opinion on those who were active and I had contact with but tbh the statement was far from completely serious, it was interesting to see the response though
(I don't get out a lot these days so I'm easily ammused
)
I had absolutley no concept of what caused the rift, and didn't much care. It was the lack of immaturity that got to me there though, no sense of humour whatsoever
But yes general absence of wing commander-ness was quite noticeable.
As for the engine, I've been disucussing this with pete over msn for an hour now and he made some very persuasive technical arguments for sticking with the vision engine, and those are the ones I'm generally most receptive to (for better or worse).
Iceblade said:
Well, you do have to look at one thing, though. It shouldn't take ya'll three years to make UE2. You already have most of the ships, most of the hacks, and most everything else not directly related to the story (eg missions, ciematics, music, etc.). Although granted, missions and movies do take large amounts of time to make.
I do have an obvious suggestion, though, concerning looking for a new engine: go for one that has a built-in mission editor.
Its not that simple, apart from anything we didn't have a coherant style due to changing modellers every 15 minutes. What was produced by Eder was superb but he has outdone himself lately and UE looks really rather ancient in comparison now. The game really needs a refit, it would be nice to update UE1 and produce UE2 simultaneously (one of the benefits of using the vision engine for UE2).
As for a mission editor... theres a lot to be said for low level scripting; you can only make an editor so graphically based before you lose flexibility. However, for a recent group project we created an editor which allowed you to place objects within the world and then select the object and alter its defualt lua script. Something like that would be useful for the vision engine. The project I was working on only had a single triggering script per game tile but WC objects basically only consist a declaration of positition, rotation and model and of scripts for briefing, game and death so it should be doable.
The placement of objects in a fully 3D world with few reference points would be difficult and would take some careful design work, but even a 2D view which allowed you to manually specify the y component would be of some use. Sadly my C# skills are quite limited because I do feel that would be a very worthwhile project. It would probably only knock 20-30% off development time for any given mission though. I really should have a look at how the freespace editor worked.
Other things would be nice, such as the ability to select appropriate pilots for a ship based on the alignment of it, or to drag and drop comm messages into the script files, letting the editor worry about the comm number. Infact the more I think about it the more I'm sure this could be of use to every vision engine based project... are there any skilled C# coders out there?