project-navigation
Personal tools

Author Topic: New Engine for successor?  (Read 6303 times)

Offline UfoMaster90

  • Cannon Fodder
  • **
  • Posts: 4
    • View Profile
New Engine for successor?
« on: November 24, 2014, 01:40:31 pm »
Hello!

As you all already know, UFO: AI utilizes technology that is at least decade-and-a-half-old. This results in lesser functionality, cross-platformability and user-attractability that this game has all the potential to have.

So how about defining a long term (maybe even as long as the game's current age *shudders*) plan on migrating to a more modern engine?

Potential candidates:


Off the top of my head.

So maybe in another decade we'll see UFO: AI II shine in all its glory ::)

Offline Sandro

  • Squad Leader
  • ****
  • Posts: 240
  • Maintenance guy for UFO:AI 3D engine
    • View Profile
Re: New Engine for successor?
« Reply #1 on: November 24, 2014, 05:15:17 pm »
It was already discussed to death. Conclusion: if you want it, do it youself. Period.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: New Engine for successor?
« Reply #2 on: November 24, 2014, 11:16:53 pm »

How did Unity come into the picture? We wikipedia you linked clearly says: License: Proprietary.

Anyway Sandro is right, you just hit one of the Three Taboos. I suggest reading that  wiki page it explains the why quite well IMHO.

-geever

Offline UfoMaster90

  • Cannon Fodder
  • **
  • Posts: 4
    • View Profile
Re: New Engine for successor?
« Reply #3 on: November 25, 2014, 01:08:25 pm »
1 person can't do all the stuff alone, unless we are talking about simple and straightforward game.

While I can code, I'm not really into the team-leading, and then there should be game designers, artists, modellers, animators, composers, more designers, etc...

Just not feasible for a game of this scope. Pretty sure whoever came up with the idea of UFO: AI wasn't told:

Quote
if you want it, do it youself. Period.
« Last Edit: November 25, 2014, 01:10:16 pm by UfoMaster90 »

Offline Noordung

  • Squad Leader
  • ****
  • Posts: 285
    • View Profile
Re: New Engine for successor?
« Reply #4 on: November 25, 2014, 01:27:19 pm »
you can start. im sure more people will join.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: New Engine for successor?
« Reply #5 on: November 26, 2014, 07:03:36 am »
the game was initially made by one coder, one mapper and one modeller.

Offline UfoMaster90

  • Cannon Fodder
  • **
  • Posts: 4
    • View Profile
Re: New Engine for successor?
« Reply #6 on: November 26, 2014, 11:52:17 am »
the game was initially made by one coder, one mapper and one modeller.

Which means there was already team (with media content making ability, what is particularly important).

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: New Engine for successor?
« Reply #7 on: November 26, 2014, 09:30:00 pm »
... We are getting to the point where we should lock the topic ...

-geever

Offline UfoMaster90

  • Cannon Fodder
  • **
  • Posts: 4
    • View Profile
Re: New Engine for successor?
« Reply #8 on: November 27, 2014, 12:46:11 pm »
If I am to achieve something, it's not here. Alas :'(

Offline Flying Steel

  • Rookie
  • ***
  • Posts: 99
    • View Profile
Re: New Engine for successor?
« Reply #9 on: December 05, 2014, 05:16:24 pm »
This is not a bad idea in my opinion, just a bad execution. The 3 Taboos wiki page indicates that engine limitations are mainly what blocks destructible environments from becoming a feature. I do not think you can have a full spiritual successor with such a core feature missing as battle-scape destructibility.

But you have to get started on the right foot:

Quote from: 3 Taboos
If there was a dev who made a prototype based on Ogre, idTechX or whatever that shows a little map with a soldier, an alien, a weapon and a few buildings which proves that everything is oh so much better with that engine, several ufoai devs would take a closer look at that prototype and either drive it to its limits or decide that it's time for ufoai to switch the engine. Interestingly, nobody ever did...

Prototypes speak louder than words.

Offline Sandro

  • Squad Leader
  • ****
  • Posts: 240
  • Maintenance guy for UFO:AI 3D engine
    • View Profile
Re: New Engine for successor?
« Reply #10 on: December 05, 2014, 05:23:03 pm »
That is the point. Ideas are cheap, the work what it's matters.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: New Engine for successor?
« Reply #11 on: December 05, 2014, 09:50:46 pm »
Actually I think a prototype is not enough anymore, because it would still be enormous effort to port the maps and features. And the Team is more busy with RL. The minimal requirement IMHO is a functional game engine (with >=90% of the current feature set) and either source-level compatibility with maps & gfx & data or a conversion tool that does the job.

-geever

Offline Flying Steel

  • Rookie
  • ***
  • Posts: 99
    • View Profile
Re: New Engine for successor?
« Reply #12 on: December 06, 2014, 05:52:37 am »
At that point you would not have a successor engine but a successor project.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: New Engine for successor?
« Reply #13 on: December 06, 2014, 12:10:30 pm »
fair enough. locked