![]() : Persist Snap config data by using SNAP_USER_COMMON. : Always cancel research when starting it in another lab. : Let some older maps show up again in the map lists. ![]() I know Dune is an active franchise (God damn that Brian Herbert guy!), but -disclaimer: IANAL- a non-commercial game would fall under the fair-use I think.Add: A separate Ban/Kick activity, allow removing from ban list while running game, and for spectator mute. Regarding the semi-legal stuff, I guess you're talking about the assets, aren't you? That wouldn't be a problem since a friend of mine would be modelling the units (I would ocasionally jump in, though my skills with Blender are quite limited ). Spring: I thought it was pretty cool, but I thought the documentation/tuts where kind of messy. I thought it was the safest choice, but that if the animation code is indeed just targeted at tanks, that's a huge turn-off (I mean, that would rule out Fremens, Sardaukars and Bene Gesserits). Warzone: I've just played it, but I loved the way you could zoom, rotate, etc the camera it added a whole new level of interactivity. Glest: At one point I fiddled with it and thought it was easy, but as you pointed out, it's to Warcraft-ish (dunno, maybe it would be OK for an Ants vs Thermites -pretty cool actually- RTS, but not much outside of that I think). Thanks tAG & Julius! I think I'll take my chances with Spring I guess. Julius Community Moderator Posts: 3269 Joined:, 14:02 Of course every one likes to work with their favorite story, but I would advise you to go for your own design and story instead. ![]() One general remark however: Dune is still copyrighted and also actively used as a franchise for games, so it will not be unlikely that the rights-holder will approach you and ask you to stop developing a game based on their intellectual property (I hate that word ). Last but not least I think the model animation code it pretty limited too (last time I checked), but that might have been changed since some time already. ![]() Personally I have the feeling it is very difficult to set up a game with that engine that does not feel like a TA clone, and as I never was a big fan of that game, I might be a bit predejuced against using that engine. Also there is a lot of un-free and even semi-legal stuff flying around that community based on old Total Annilation stuff ripped from the game. Spring: By far the most lively modding community, the way the engine and all it's part are set up it is not very user friendly however. but focused more on addons and not total conversions. And the multiplayer features where just recently added and are thus still very much a work in progress. Megaglest: Most easy to mod by far (all controlled by xml files with embedded lua script), due to the way the levels and the editor are set up it is not really possible to do anything else than warcraft/starcraft style games (tile based and with discrete levels of terrain only). Also besides the main development crew there isn't much of a modding scene. Model and especially animation code is very limited however, thus it is currently not advisable to do much else than tanks with it. With the recent graphics engine upgrade also capable of doing some nice modern effects. Warzone: Probably overall the most complete game, and thus the most reusable code for general purposes and the most stable platform. Can't give you in depth insight into the code, but some general observations and what I found when playing with the idea of an Tremolous RTS some months ago.
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