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Mysterious IRCer Zero has finally revealed himself... in a good way! He's working on creating a sprite-based Wing Commander engine -- with a list of features that seems to put similar projects to shame! Check it out...

  • A cvar, bind and console system similar to that of Quake 3.
  • Network game abilities, including:
    • Ability to fly missions as a group in different ships, either on the same team or against other players.
    • Ability to have a networked player control your ships' turret(s).
    • Ability to just simply watch a game in progress.
  • Support for many types of music and sound formats, including MP3, MIDI, and WAVE.
  • Animation and movie playback using Smacker, Bink, MPEG1, AVI and a custom per-frame/game engine animation engine.
  • Multiple game resolutions supported, from 320*240~1024*768.
  • Simple game data file formats for ease of creating new missions and campaigns.
  • Decision based storylines.
  • Use of sprites of up to a near unlimited size.
  • Game physics which can be altered per game, or even per mission.
  • Use the same pilot file for every game you play, keeping track of your total kills, assists, and defensive achievements.
  • Customizable enemy/AI skill levels, including individual properties such as reaction time, agressiveness, intelligence, pilot skill, reliance and support of wingmen and more.
  • Support for WinDirect, DirectDraw, Direct3D, OpenGL, MiniGL via the SciTech Software Meta Graphics Library (MGL).
  • Eventual support for non-windows OSes such as MacOS and Linux.
  • Multiple game modes for any storyline, for example, allowing you to have two modes of play for say WC1, with both the original and new graphics.

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