Might and Magic Tribute - Update
Well realistically speaking no fan project have resources to W@#$@ out to graphics. Sure they can put effects and shaders in that come with engine they use, but to have good graphics they would need high quality textures and models, both of which are extremely time consuming to make. Thus to actually ever think of getting game out, mods/fan games usually have to go with lower quality assets. In moddding it's bit easier since you can modify original content to fit needs but in game thats made from scratch or raw engine....
Haha right, were not whoring out to graphics ![:P :P](/forums/images/smilies/p.gif)
Schveider talks a bit about the engine in this thread here http://mmtribute.forumotion.com/t4-i-d- ... he-project
Perhaps it will answer your curiosity Tress.
~Asomath
![:P :P](/forums/images/smilies/p.gif)
Schveider talks a bit about the engine in this thread here http://mmtribute.forumotion.com/t4-i-d- ... he-project
Perhaps it will answer your curiosity Tress.
~Asomath
I'm also glad that you're going to use UDK. Now that such fully-featured solutions are available for non-commercial projects, making own engine is a way of reinventing the wheel.
MMX team is also considering different engines instead of MM7. Maybe your teams could work together if things go well with the engine.
MMX team is also considering different engines instead of MM7. Maybe your teams could work together if things go well with the engine.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- hatsforclowns
- Conscript
- Posts: 212
- Joined: 14 May 2011
- Location: Finland
Unfortunately that is a lesson fan projects haven’t learned from. Hopefully as MMT and MMX proceed each group will ensure more than one project member has backup copies of the files so they don’t have to start over should some one disappear.tress wrote:Think MMT team never had actually access to source to it so once he disappeared, they were forced to start over in engine department.
Mala Ipsa Nova ![bugsquash :bugsquash:](/forums/images/smilies/bug_squash.gif)
![bugsquash :bugsquash:](/forums/images/smilies/bug_squash.gif)
Haha, we have. The latest version of the source code is always stored on our google code website. If a programmer suddenly goes missing, all of their work is still in the repository. This is also helping with workflow, allowing multiple programmers to do work on the project at once.jeff wrote:Unfortunately that is a lesson fan projects haven’t learned from. Hopefully as MMT and MMX proceed each group will ensure more than one project member has backup copies of the files so they don’t have to start over should some one disappear.tress wrote:Think MMT team never had actually access to source to it so once he disappeared, they were forced to start over in engine department.
No-no, im not saying to actually make the game in Multiple engines. What im saying was that there were many engines that would have been suitable to make MMT in, including Blitz Basic, but we chose the one we felt had the best capabilities for our needs and the one that our programmers knew the best.
~Asomath
~Asomath
- Talin_Trollbane
- Swordsman
- Posts: 598
- Joined: 23 Apr 2006
- Location: Up North
first choice is correct.jeff wrote:I don't know if that was a compliment or a shot. If it was the first you're right, if it was the second then save it until one of the large fan project finishes as it would imply how little you understood my comments.Talin_Trollbane wrote:
see? that guy knows the game, iron deadlines and fascism is the key to getting games out.
Ultima, Elder Scrolls and Might and Magic Veteran.
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