Bitter Earth Source is now on mbrepository.com

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bryce777

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https://www.mbrepository.com/file.php?cid=4&id=572

This is more so people can answer the question "What If?" than anything else. It is intended primarily for modders and obviously is unplayable to anyone who does not have the art assets, but anyone is welcome to browse through the dialog files and see the direction we were headed with things.

Any modders are also more than welcome to copy any code aside from the dialogs.

Note that I do NOT, I repeat, NOT want to see someone copying dialogs for this mod or 'continuing' the mod without explicit permission from myself and Duke to do so (which will not likely be given).

The reason we are abandoning Bitter Earth is because we have realized that for the amount of time and effort it takes to make such an ambitious game mod on the M&B engine we can just as easily make our own indie game using a more generic 3D game egine. So, I have licensed a suitable game engine and we are proceeding to do exactly that. This way we can make exactly the game we want instead of continuing to try to hammer a square peg into a round hole.

More details will be forthcoming about the new project, but not until we have reached major milestones in development. When we can answer any conceivable gameplay question and have good screenshots of every aspect of gameplay and a nice website set up and a company chosen and a final, copyrighted game name and have a rough release date then we will reveal more details.

I will say that it will be an RPG, and that it will have lots of good dialog (assuming you think the dialog for Bitter Earth is good). The setting and other details will have to remain a mystery for now, however.

Have fun playing around with the source.
 
Nice stuff.

Are you going to release the textures and brf resources?
 
Thus spake Nosferatu 说:
The reason we are abandoning Bitter Earth is because we have realized that for the amount of time and effort it takes to make such an ambitious game mod on the M&B engine we can just as easily make our own indie game using a more generic 3D game egine. So, I have licensed a suitable game engine and we are proceeding to do exactly that. This way we can make exactly the game we want instead of continuing to try to hammer a square peg into a round hole.
Hey that's great! I never thought you could make a good RPG with much depth on M&B - Winter and Fisheye tried. Or it would be way too much extra work

So what engine have you chosen?

You know if this gets going you should post it on the RPG Codex and try to get a forum there. There will be stuff about "yet another" post-apoc vaporware thing and the usual dramatics but the amount of art work you already have is impressive (Scars of War only has screenshots) and I think you'll get good feedback. Or El Duke can post about it.
 
dagorkan 说:
Thus spake Nosferatu 说:
The reason we are abandoning Bitter Earth is because we have realized that for the amount of time and effort it takes to make such an ambitious game mod on the M&B engine we can just as easily make our own indie game using a more generic 3D game egine. So, I have licensed a suitable game engine and we are proceeding to do exactly that. This way we can make exactly the game we want instead of continuing to try to hammer a square peg into a round hole.
Hey that's great! I never thought you could make a good RPG with much depth on M&B - Winter and Fisheye tried. Or it would be way too much extra work

So what engine have you chosen?

You know if this gets going you should post it on the RPG Codex and try to get a forum there. There will be stuff about "yet another" post-apoc vaporware thing and the usual dramatics but the amount of art work you already have is impressive (Scars of War only has screenshots) and I think you'll get good feedback. Or El Duke can post about it.

We will eventually. We will set up a slick website that has its own forums before we make any announcement, and no announcement until we have serious enough milestones completed that no one could do anything but take us seriously.

None of the Bitter Earth art or dialog will be used, though. It will be all new, and the stuff Duke has done so far looks great.

I licensed the Torque Engine Advanced and the C4 graphics engine. AoD uses the shaderless 1.3 version of Torge from like 2002 - the new version is actually quite good. The C4 won't likely be used for now because it's all about graphics but I licensed it just in case torque disappears some day down the road because the license was cheap and it renders even better than Torque. Torque is more of an all-in-one solution, though, which makes it very appealing. Aside from the tools and possibly some AI stuff, I don't think I will have to break into C++ at all to make the game we want to make. I have been amazed by the variety of features that Torque supports.

All in all, I wish I had started this years ago. I had no idea tools were at this level. Any reasonably decent progammer should have no trouble making a full featured game using torque. I'd even go so far as to say that the GUI elements have the best and easiest to use design of any system I have ever used...of course keep in mind of I have not done GUI stuff in years, but I have used Motif and Java and MFC quite a bit and hated them with every fiber of my being for their quirks and annoyances.



 
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