Stepping out of the shadows!
by Max · 08/28/2011 (8:32 pm) · 22 comments
Hello!
(edit: Sorry about the bloat. My introductory got away from me. If you don't care who I am but want to see an awesome new indie project, scroll down to the "---")
I've been lurking for about 5 years, with only a few blog/resource replies here and there. I've always wanted to share blogs with the community, but I've never had anything to share! Until now, that is.
Before I get into the details of my project, I'd like to share a little about myself. I joined the GarageGames community when I was 13 years old. I had wild ambitions just like any other beginning indie developer. I wanted to create the ultimate MMO with an infinitely expanding world and thousands of players. I discovered Torque Game Engine 1.4 and fell in love immediately. It was the perfect engine! I was already fluent in the scripting language, because I modded Starsiege: Tribes for years before that. It had a very simple and sturdy mission editor. And it had a community that blogged its progress and posted resources to help people just like me.
TGE was perfect, and GarageGames was perfect. I was going to make the MMO I dreamed about and always wanted to play. So, I made a fresh install of TGE and cracked open that mission editor and made an oceanic environment with a huge island in the middle. It was the first thing I ever made, and I was super proud of it. I placed foliage replicators, trees, and even a few orc cottages around the island. It was the best thing ever. I was totally making a game. I shared my progress in a blog, along with the specs of my new computer. I wanted to make more. More environments = more game.
I worked for hours and hours on these environments, but something strange was happening. My game wasn't being made. No matter how much I changed the terrain textures and how many lakes I added, a game wasn't materializing in front of me.
I toyed with the engine for about a year in the name of "Chronicles of Zenorth". I added various resources like the "Grass Replicator" and the CG Water. My "game" looked really nice, but I was getting frustrated. I wanted to play my MMO that so much of my hard work was going into.
After a year with no results, I decide an MMO probably isn't the best thing to start with. I begin work on a futuristic shooter called "Shattered Unity". I learn how to use 3ds Max and Constructor came out (Wooohoo!!) so I could make my own assets finally. I made some guns, some bases, and even couple of vehicles. I purchased the soldier pack and put it all together. I scripted weapon changing and inventory scripts. Then it got serious. I made my game server and client communicate with my online SQL server, so player data would save.
It became a playable Deathmatch style "game", and I sold copies to my friends at school. I made about $300 bucks off it, and we would all play in class. It was the best feeling I have ever experienced (even to this day). We would all sit in the computer lab all playing the game I made, networked to each other. We actually kept it under the radar for a long time before the teacher noticed. Somebody shouted: "Arghh!!" in frustration when they got blown up. It was the best feeling, watching people enjoy something you labored over.
I continued to work on Shattered Unity for 3 years. I became aimless and confused. It had a lot of features, but they were all incomplete. I didn't have the C++ skills I needed to do a lot of things. I got bored with the game because I couldn't do anything I really wanted to do. I let it go and started a new project.
When the new project failed, I started at least 10 more. I coded one or two really cool things into each project, but it always stopped there. I was actually embarrassed by this. Because of my embarrassment, I didn't post anything on GarageGames. But I checked the GG blogs every single day.
That brings us up to last week. I got let go from my day job, and so found myself with a LOT of free time. I decided to go ahead and start a new project. But this time I took a different approach. I set up a blog, so I have to report my progress to it. I tell the blog what I did today, how it went, and what I want to accomplish tomorrow. And instead of using a starter kit, I'm building the game from the bottom up. I'm building the skeleton first, THEN I'm going to add the meat, THEN I'm going to add the skin.
I took it day-by-day. I'm not an artist or a writer, so I don't have any art or background story. I'm focusing on my job: programming. Instead of getting distracted by landscape and stories, I'm pounding out code and writing about it in my blog.
I pieced together a lot of the systems from my failed projects into this one project. All of that time I spent wasn't wasted. Yeah, I've only spent a week or so working on this game. And yeah, my player model is the blue guy. But I'm so proud of this project. It's better than anything I've made before, because it is the sum of everything I made before.
---
So, with that out of the way, I'd like to introduce you to Age of Steel!! (working title, ha)
Age of Steel is my least ambitious, but most awesome project yet. It's a modest online RPG being made with TGE 1.5.2. It's different from other games for a few reasons. I've always been fascinated by games with gradual progression, wealth, and permanent death,.
I don't care for level ups. When I'm learning to make pottery in real life, I don't make 50 ash trays, and then suddenly decide I'm good enough to make plant pots. Even if I've never used a pottery wheel before, that should not stop me from trying to make a plant pot. Yeah, it probably won't turn out well, but I should not be forbidden. Same thing applies to armor. Why can that guy where the steel armor and I can't? Is it really so heavy that 1 lacking strength point will make it crush me? In Age of Steel, and player can wear any armor.
That's to say you can obtain the armor. I don't like when I log into an RPG and see that everyone has super-badass epic dragon knight armor on. Armor like that should be special. Armor at ALL should be special. Back in the 13th century to have armor, you either had to be rich, or have killed someone that was.
One thing I've ALWAYS wanted to experience (in a game!!) was permanent death. I can totally see it being frustrating to some people who can't handle it, but those aren't really the people my game is aimed at. I would of course warn people before they buy it that this game can get frustrating and is designed for mature audiences only. In Age of Steel, when you run out of health, your player becomes incapacitated. In 15 or so seconds your player will get back up with a small amount of health (which does recharge automatically). During your incapacitation period, you are vulnerable to execution. A player can come up to you with a weapon and kill your prone body. At that point, your player information is deleted (archived?) and you have to start a new one.
Of course, permanent death is something that would require very careful balancing. I need to make a consequence for executing people after defeating them. I haven't actually thought of anything yet, but I'll get back to you.
Anyway, AoS is a medieval online rpg with some experimental systems. It will feature crafting, questing, pvp, and boss fights. Currently it only has pvp and crafting, but I'm getting there. :)
It was hard to pick a picture of my game to share, because my game is really really ugly. I picked this one because it shows the whole world. We've got a forge, anvil, iron ore, and a tree. It also shows a few of my testers. I love these guys.
As of now the only things to do are to mine iron, turn it into iron bars, and turn that into more tools to mine and harvest wood with. My next step is to add something to fight.
---
The GarageGames community has helped me so much, so as a thank you, all GarageGames members will receive a free copy of my game when I get it to a release point. I'm only going to sell it for a few dollars, depending on how popular it is, but you guys really deserve my gratitude. (of course, I'll be accepting donations, should you want to help me out. Hahaha)
I'll keep you updated closer to release time.
Almost for got to link to my development blog! You can follow my progress on this blog here:
haxwell.tumblr.com/
I try to post in it daily, but lately have been posting there multiple times a day.
---
Allllssooo, I'm looking for an artist. I have no money and thus can't pay you right now. But if you're reckless like me, it's totally the right job for you.
Thanks guys!
Much love,
-Maxwell.
(edit: Sorry about the bloat. My introductory got away from me. If you don't care who I am but want to see an awesome new indie project, scroll down to the "---")
I've been lurking for about 5 years, with only a few blog/resource replies here and there. I've always wanted to share blogs with the community, but I've never had anything to share! Until now, that is.
Before I get into the details of my project, I'd like to share a little about myself. I joined the GarageGames community when I was 13 years old. I had wild ambitions just like any other beginning indie developer. I wanted to create the ultimate MMO with an infinitely expanding world and thousands of players. I discovered Torque Game Engine 1.4 and fell in love immediately. It was the perfect engine! I was already fluent in the scripting language, because I modded Starsiege: Tribes for years before that. It had a very simple and sturdy mission editor. And it had a community that blogged its progress and posted resources to help people just like me.
TGE was perfect, and GarageGames was perfect. I was going to make the MMO I dreamed about and always wanted to play. So, I made a fresh install of TGE and cracked open that mission editor and made an oceanic environment with a huge island in the middle. It was the first thing I ever made, and I was super proud of it. I placed foliage replicators, trees, and even a few orc cottages around the island. It was the best thing ever. I was totally making a game. I shared my progress in a blog, along with the specs of my new computer. I wanted to make more. More environments = more game.
I worked for hours and hours on these environments, but something strange was happening. My game wasn't being made. No matter how much I changed the terrain textures and how many lakes I added, a game wasn't materializing in front of me.
I toyed with the engine for about a year in the name of "Chronicles of Zenorth". I added various resources like the "Grass Replicator" and the CG Water. My "game" looked really nice, but I was getting frustrated. I wanted to play my MMO that so much of my hard work was going into.
After a year with no results, I decide an MMO probably isn't the best thing to start with. I begin work on a futuristic shooter called "Shattered Unity". I learn how to use 3ds Max and Constructor came out (Wooohoo!!) so I could make my own assets finally. I made some guns, some bases, and even couple of vehicles. I purchased the soldier pack and put it all together. I scripted weapon changing and inventory scripts. Then it got serious. I made my game server and client communicate with my online SQL server, so player data would save.
It became a playable Deathmatch style "game", and I sold copies to my friends at school. I made about $300 bucks off it, and we would all play in class. It was the best feeling I have ever experienced (even to this day). We would all sit in the computer lab all playing the game I made, networked to each other. We actually kept it under the radar for a long time before the teacher noticed. Somebody shouted: "Arghh!!" in frustration when they got blown up. It was the best feeling, watching people enjoy something you labored over.
I continued to work on Shattered Unity for 3 years. I became aimless and confused. It had a lot of features, but they were all incomplete. I didn't have the C++ skills I needed to do a lot of things. I got bored with the game because I couldn't do anything I really wanted to do. I let it go and started a new project.
When the new project failed, I started at least 10 more. I coded one or two really cool things into each project, but it always stopped there. I was actually embarrassed by this. Because of my embarrassment, I didn't post anything on GarageGames. But I checked the GG blogs every single day.
That brings us up to last week. I got let go from my day job, and so found myself with a LOT of free time. I decided to go ahead and start a new project. But this time I took a different approach. I set up a blog, so I have to report my progress to it. I tell the blog what I did today, how it went, and what I want to accomplish tomorrow. And instead of using a starter kit, I'm building the game from the bottom up. I'm building the skeleton first, THEN I'm going to add the meat, THEN I'm going to add the skin.
I took it day-by-day. I'm not an artist or a writer, so I don't have any art or background story. I'm focusing on my job: programming. Instead of getting distracted by landscape and stories, I'm pounding out code and writing about it in my blog.
I pieced together a lot of the systems from my failed projects into this one project. All of that time I spent wasn't wasted. Yeah, I've only spent a week or so working on this game. And yeah, my player model is the blue guy. But I'm so proud of this project. It's better than anything I've made before, because it is the sum of everything I made before.
---
So, with that out of the way, I'd like to introduce you to Age of Steel!! (working title, ha)
Age of Steel is my least ambitious, but most awesome project yet. It's a modest online RPG being made with TGE 1.5.2. It's different from other games for a few reasons. I've always been fascinated by games with gradual progression, wealth, and permanent death,.
I don't care for level ups. When I'm learning to make pottery in real life, I don't make 50 ash trays, and then suddenly decide I'm good enough to make plant pots. Even if I've never used a pottery wheel before, that should not stop me from trying to make a plant pot. Yeah, it probably won't turn out well, but I should not be forbidden. Same thing applies to armor. Why can that guy where the steel armor and I can't? Is it really so heavy that 1 lacking strength point will make it crush me? In Age of Steel, and player can wear any armor.
That's to say you can obtain the armor. I don't like when I log into an RPG and see that everyone has super-badass epic dragon knight armor on. Armor like that should be special. Armor at ALL should be special. Back in the 13th century to have armor, you either had to be rich, or have killed someone that was.
One thing I've ALWAYS wanted to experience (in a game!!) was permanent death. I can totally see it being frustrating to some people who can't handle it, but those aren't really the people my game is aimed at. I would of course warn people before they buy it that this game can get frustrating and is designed for mature audiences only. In Age of Steel, when you run out of health, your player becomes incapacitated. In 15 or so seconds your player will get back up with a small amount of health (which does recharge automatically). During your incapacitation period, you are vulnerable to execution. A player can come up to you with a weapon and kill your prone body. At that point, your player information is deleted (archived?) and you have to start a new one.
Of course, permanent death is something that would require very careful balancing. I need to make a consequence for executing people after defeating them. I haven't actually thought of anything yet, but I'll get back to you.
Anyway, AoS is a medieval online rpg with some experimental systems. It will feature crafting, questing, pvp, and boss fights. Currently it only has pvp and crafting, but I'm getting there. :)
It was hard to pick a picture of my game to share, because my game is really really ugly. I picked this one because it shows the whole world. We've got a forge, anvil, iron ore, and a tree. It also shows a few of my testers. I love these guys.As of now the only things to do are to mine iron, turn it into iron bars, and turn that into more tools to mine and harvest wood with. My next step is to add something to fight.
---
The GarageGames community has helped me so much, so as a thank you, all GarageGames members will receive a free copy of my game when I get it to a release point. I'm only going to sell it for a few dollars, depending on how popular it is, but you guys really deserve my gratitude. (of course, I'll be accepting donations, should you want to help me out. Hahaha)
I'll keep you updated closer to release time.
Almost for got to link to my development blog! You can follow my progress on this blog here:
haxwell.tumblr.com/
I try to post in it daily, but lately have been posting there multiple times a day.
---
Allllssooo, I'm looking for an artist. I have no money and thus can't pay you right now. But if you're reckless like me, it's totally the right job for you.
Thanks guys!
Much love,
-Maxwell.
About the author
#2
Really loved to read through your epic struggle, very nice post!
As for,
==
"Of course, permanent death is something that would require very careful balancing. I need to make a consequence for executing people after defeating them. I haven't actually thought of anything yet, but I'll get back to you."
==
..perhaps you can consider a sanity/humanity points system, such as being used commonly in the Call of Cthulhu role-playing games.
Peace
08/29/2011 (1:24 am)
Hi,Really loved to read through your epic struggle, very nice post!
As for,
==
"Of course, permanent death is something that would require very careful balancing. I need to make a consequence for executing people after defeating them. I haven't actually thought of anything yet, but I'll get back to you."
==
..perhaps you can consider a sanity/humanity points system, such as being used commonly in the Call of Cthulhu role-playing games.
Peace
#3
I also was introduced to Torque tech when I was 12 or 13 through another Torque game, bought the licence a few years later. I wanted to create my own games - well - I created single core features every now and then but never a game around it.
I also am fascinated by the idea of permanent death, I'd recommend trying a free browser top-down shooter MMO called 'Realm of the Mad God'. It has permanent death (doesn't even have any incapacitation system), but getting a character to max LVL takes about an hour or so. (Getting the best equipment in the game is much much harder.)
Keep moving forward, and don't get distracted of any other ideas you might get over time. (My biggest problem...)
08/29/2011 (4:49 am)
What the hell man, are you me?!I also was introduced to Torque tech when I was 12 or 13 through another Torque game, bought the licence a few years later. I wanted to create my own games - well - I created single core features every now and then but never a game around it.
I also am fascinated by the idea of permanent death, I'd recommend trying a free browser top-down shooter MMO called 'Realm of the Mad God'. It has permanent death (doesn't even have any incapacitation system), but getting a character to max LVL takes about an hour or so. (Getting the best equipment in the game is much much harder.)
Keep moving forward, and don't get distracted of any other ideas you might get over time. (My biggest problem...)
#4
08/29/2011 (6:30 am)
Distraction dump - write it down and move on. This helps you to let it go and stay focused because you know you won't forget it. Then set aside time to review these notes and pick out "gems" to add to your projects. Beware the dreaded demon Feature Creep, though.
#5
08/29/2011 (6:32 am)
"Distraction dump" << I'd echo that - I've pages and pages of brain dumps on google docs. Really helps steer through the fog sometimes.
#6
UNEMPLOYMENT FOR THE WIN!!!! ... wait ... that came out wrong ...
Ah ... Blue Guy, great days, great days ...
08/29/2011 (7:00 am)
Quote:
I got let go from my day job, and so found myself with a LOT of free time.
UNEMPLOYMENT FOR THE WIN!!!! ... wait ... that came out wrong ...
Ah ... Blue Guy, great days, great days ...
#7
I'm not familiar with the Call of Cthulhu games. Is that like a morality alignment type thing?
@Tuomas,
I tried the game! It wasn't quite as deep as I'd like, but the players don't seem to mind the perma-death.
And thanks everyone else for your advice on wading through distractions. I don't think I've ever been this excited about a project before.
08/29/2011 (7:35 am)
@Michel,I'm not familiar with the Call of Cthulhu games. Is that like a morality alignment type thing?
@Tuomas,
I tried the game! It wasn't quite as deep as I'd like, but the players don't seem to mind the perma-death.
And thanks everyone else for your advice on wading through distractions. I don't think I've ever been this excited about a project before.
#8
In short, yes it is.
Chaosium provides a quick start manual for CoC: http://www.chaosium.com/forms/coc_quick_start_bw.pdf
Check the Sanity subsection of The Game System (manual page 9 / pdf page 8) for a description and a general idea of the effects of their sanity system. Whereas CoC is purely skill-based - something you gladly like to avoid - the sanity system might still be applicable to what you try to achieve: executing people after defeating them would then require a sanity check.
...
Actually, I gave this a little more thought.
The sanity concept might appear a little confusing as this merely applies to witnessing horrible events. The combination I was looking for is Humanity/Conscience as depicted in White Wolf's 'Vampire The Masquerade' games (i.e. the World of Darkness realm).
More info: http://whitewolf.wikia.com/wiki/Humanity_%28VTM%29
Whereas sanity is a direct character skill and applies to witnessing brutal events, humanity is influenced by a combination of virtues (i.e. conscience and self-control) and reflects the character's moral behavior.
Ultimately, apart from storyline semantics, both may be traits that influence and are influenced by the player's choice to finish someone off.
08/29/2011 (8:45 am)
Maxwell,In short, yes it is.
Chaosium provides a quick start manual for CoC: http://www.chaosium.com/forms/coc_quick_start_bw.pdf
Check the Sanity subsection of The Game System (manual page 9 / pdf page 8) for a description and a general idea of the effects of their sanity system. Whereas CoC is purely skill-based - something you gladly like to avoid - the sanity system might still be applicable to what you try to achieve: executing people after defeating them would then require a sanity check.
...
Actually, I gave this a little more thought.
The sanity concept might appear a little confusing as this merely applies to witnessing horrible events. The combination I was looking for is Humanity/Conscience as depicted in White Wolf's 'Vampire The Masquerade' games (i.e. the World of Darkness realm).
More info: http://whitewolf.wikia.com/wiki/Humanity_%28VTM%29
Whereas sanity is a direct character skill and applies to witnessing brutal events, humanity is influenced by a combination of virtues (i.e. conscience and self-control) and reflects the character's moral behavior.
Ultimately, apart from storyline semantics, both may be traits that influence and are influenced by the player's choice to finish someone off.
#9
08/29/2011 (9:33 am)
I could see that as a good way of measuring someone's morality, but I don't know how I can make that affect the player. I don't want the player to get in lawful trouble unless the murder was witnessed by a guard or something. If nobody sees, what are the consequences?
#10
Regarding the "morality/sanity/humanity/karma/etc." attribute, here's a thought: Perhaps when a player incapacitates another player, you check the value and output a message. For example, a low value results in a Mortal Kombat-like "Finish him!" message, but a high value results in something like "You should spare his life."
08/29/2011 (12:56 pm)
Looks like a cool project -- stick with it and keep us updated!Regarding the "morality/sanity/humanity/karma/etc." attribute, here's a thought: Perhaps when a player incapacitates another player, you check the value and output a message. For example, a low value results in a Mortal Kombat-like "Finish him!" message, but a high value results in something like "You should spare his life."
#11
Although I quite like the arcadeness of your idea, I think it could wreck the suspense of disbelief in this medieval setting, but it depends on the overall game design (but then again, I also already saw blue guys giving each other head ^^).
@Maxwell,
I think that, storyline-wise, you should seek these consequences within the character, not with some kind of law enforcement. After all, these are traits intrinsic to the player character.
So instead of having these actions affect the environment (e.g. "your alignment has shifted 5 points towards evil", as we saw influencing NPC reactions in Neverwinter Nights, KOTOR, etc.), they should influence the player.
One easy way I can think of, that also might be suitable to the setting, is to pay for indulgence. And as John Mayer already noted once, everyone believes ;). But seriously, as I understand from our friend wikipedia, paying for sins has been fairly common from the early 6th century on. And RPG/storyline-wise, it should not be too hard to account for a non-voluntary weekly visit to a priest.
And perhaps, we should not only talk about the downside, about the payments. Perhaps your design can include some kind of 'you owe me' mechanics (and I would even dear to go as far as thinking about adding in slavery, escape, suicide, etc.) in which the player can redeem his good deed by 'asking' the defeated for a favor. ...But, as was rightly put in an earlier reply, we should still be wary of feature creep.
Cheers
08/29/2011 (2:39 pm)
@Kevin,Although I quite like the arcadeness of your idea, I think it could wreck the suspense of disbelief in this medieval setting, but it depends on the overall game design (but then again, I also already saw blue guys giving each other head ^^).
@Maxwell,
I think that, storyline-wise, you should seek these consequences within the character, not with some kind of law enforcement. After all, these are traits intrinsic to the player character.
So instead of having these actions affect the environment (e.g. "your alignment has shifted 5 points towards evil", as we saw influencing NPC reactions in Neverwinter Nights, KOTOR, etc.), they should influence the player.
One easy way I can think of, that also might be suitable to the setting, is to pay for indulgence. And as John Mayer already noted once, everyone believes ;). But seriously, as I understand from our friend wikipedia, paying for sins has been fairly common from the early 6th century on. And RPG/storyline-wise, it should not be too hard to account for a non-voluntary weekly visit to a priest.
And perhaps, we should not only talk about the downside, about the payments. Perhaps your design can include some kind of 'you owe me' mechanics (and I would even dear to go as far as thinking about adding in slavery, escape, suicide, etc.) in which the player can redeem his good deed by 'asking' the defeated for a favor. ...But, as was rightly put in an earlier reply, we should still be wary of feature creep.
Cheers
#12
Thank you! For more frequent updates, check out my blog at http://haxwell.tumblr.com/ .. I'll post big meaty changes here.
@Michel
I kind of see what you're saying, but the whole consequences within the character is kind of lost on me. I don't know about the whole indulgence thing though. Bills stink as it is in real life. I really like the "you owe me" thing. Kind of a blood cost?
I thought about an Honor system. Sparing a life gives a small amount of honor, where as showing no mercy greatly reduces honor. Honor could be displayed to other characters, and THAT could be the punishment.
08/29/2011 (4:23 pm)
@Kevin,Thank you! For more frequent updates, check out my blog at http://haxwell.tumblr.com/ .. I'll post big meaty changes here.
@Michel
I kind of see what you're saying, but the whole consequences within the character is kind of lost on me. I don't know about the whole indulgence thing though. Bills stink as it is in real life. I really like the "you owe me" thing. Kind of a blood cost?
I thought about an Honor system. Sparing a life gives a small amount of honor, where as showing no mercy greatly reduces honor. Honor could be displayed to other characters, and THAT could be the punishment.
#13
Then, use the fame value for NPC reactions and the honor value for dialog or other roleplay options as seen in games like Mass Effect.
08/29/2011 (5:41 pm)
Combine fame and honor - fame results from witnessed behavior. Someone can have no honor, but you can't tell by looking at them. However, if many people have seen that this person has no honor through his actions word will spread and people will know. This means you can murder someone in secret and no one will know so only your honor is affected, but if you do the same in a crowded diner your infamy(fame) and honor both would be affected.Then, use the fame value for NPC reactions and the honor value for dialog or other roleplay options as seen in games like Mass Effect.
#14
08/29/2011 (6:59 pm)
just an idea, it could be the start of the life of a gladiator who won his freedom.
#15
Actually what enjoyed the most was your personal introduction.
I really like your game idea, sounds fun and original.
Why work with TGE? T3D has a lot more to offer!
08/31/2011 (9:12 am)
Awesome read Maxwell.Actually what enjoyed the most was your personal introduction.
I really like your game idea, sounds fun and original.
Why work with TGE? T3D has a lot more to offer!
#16
08/31/2011 (9:40 am)
Amazing blog! The longer the better, in my opinion. Solid content and I really like where the project is headed. Keep it up and thanks for stepping into the light =)
#17
I like T3D, but since I have absolutely no artistic ability and no artist, my game is doomed to be ugly. Let's face it, T3D without proper art is just overhead.
@Michael,
Thank you very much! I'll definitely be keeping you updated.
08/31/2011 (12:01 pm)
@Novack,I like T3D, but since I have absolutely no artistic ability and no artist, my game is doomed to be ugly. Let's face it, T3D without proper art is just overhead.
@Michael,
Thank you very much! I'll definitely be keeping you updated.
#18
Anyone here can tell you that T3D is superior technology in almost any sense, and a much higer step on usability.
08/31/2011 (1:38 pm)
I guess you can use the engine you feel most confident with... but just for the sake of keep my consciousness safe: what you just said makes no sense! Anyone here can tell you that T3D is superior technology in almost any sense, and a much higer step on usability.
#19
Not hating on T3D. It's very fancy, but I feel like I could do my best work with TGE. For now, at least.
08/31/2011 (7:17 pm)
Even in a blank scene with extremely low graphical settings, I get a much higher frame rate in TGE. The TGE scene can be full of goodies, too.Not hating on T3D. It's very fancy, but I feel like I could do my best work with TGE. For now, at least.
#20
I'm on year one... Sorry, couldn't help it.
08/31/2011 (10:10 pm)
Quote:I continued to work on Shattered Unity for 3 years.
I'm on year one... Sorry, couldn't help it.

Mike Large
EiKON Games
I'd imagine your experiences with lurking and developing on the quiet and not showing much are fairly typical of a lot of peoples experiences here.
Certainly reflects a degree of what we've been through these last years :)
Love the "testers" - brilliant :)