Ender910 wrote:Very impressive, and I'm extremely happy to see someone actually taking up this kind of a task, it's been long overdue I think. I'll probably have to read through the thread you linked a bit more, but it looks like your team has got almost every major/desirable improvement on the project's objective list.
How well has the Unity Engine been working out so far? Well enough that the Unreal 4 engine wouldn't offer much of a useful benefit I imagine?
One of the main goals of this project is to be completed.
Yes. I know it sounds ridiculous as a goal, but I have had my share of projects that have been too far fetched and ambitious to lead anywhere. This time we want to have a "minimum viable product" as soon as possible. Otherwise enthusiasm and energy start leaking everywhere, and projects get abandoned when that happens. Probably you have seen that happening elsewhere also.
As a consequence of that, I wanted to come out with a design of the original game that is implemented in whatever framework that allows for the highest productivity. Some in the team suggested to start developing a customized 3D engine, but that would take years to start with, and involve much more effort and maintenance, that takes time from developing the actual game. That increases the risk of abandoning the project, it is discarded for now.
azrapse wrote:Finally, this is supposed to be a mod for X-Wing. I am not sure how that would work with UE license. It's not one of my biggest concerns, though. But still.
azrapse wrote:Anyway, I still think the most remarkable "product" of this project is the Google Document that we are filling up with details about how the flight engine works and how the AI thinks, and all those details about the gameplay itself, the resources, the iMuse system, etc.
With that at hand, you can code something that mimics an X-Wing game in whatever framework you choose. Writing code is straight forward if you know what you want to do and how to do it.
azrapse wrote:Why Unity for the prototype?
Well, the main reason is productivity. I have 14 years experience working with the .NET framework and C# for my daily work, in different projects and companies. Since Unity uses C# as scripting language, it felt natural to me to choose it so that I could go full speed on it from the beginning; and it integrates seamlessly with Visual Studio, the tool I have most expertise with.
Also, in the time I started with the project, UE development tools were slightly inferior to those available for Unity. In particular real-time debugging. Since one of the requirements was high productivity, Unity immediately scored high.
Soon after I started with this project, the free version of Unity unlocked all features available only to the Pro version, and they started precompiling all C# scripting code to C++ for extra portability and performance. So as time passed, I felt more and more comfortable with the decision.
EDIT: I forgot to mention the particularities of Unity against UE. Other than at development level, I don't care much for the individual extra features these engines have. X-Wing is a quite oldschool game, and a space game on top of that. So I am not using any of the fancy pathfinding systems, not skeleton animations, ...
Really just the simplest shaders for having the ships around, and the 3D interface for the cockpit panels is the most advanced features of Unity I get to use. Initially I used the nVidia physX system for the explosions and the collisions. But X-Wing doesn't just work well with those, so I am in the way to remove them, and will simulate them in a non-physics accurate way.
azrapse wrote:About the features, we are adding more every day. I am the only coder so far (I want to leave the codebase in good condition to have a strong foundationg, before opening it up for several people to work on it), but all suggestions, ideas, bugs and improvements posted in the forum are discussed, and added whenever they are feasible.
MajorParts has been building models for a more realistic look, while Fek'LeyrTarg is creating the DOS models look. Tarvis singlehandedly figured out the whole iMuse system from studying the patent documentation, while Laserschwert created synthesized digital audio files from the game iMuse tracks. Sekir_Delyn contributed a lot of knowledge about how the weapon systems work and other internal game units.
In general, lots of people have provided, and are providing, insight, knowledge and game pieces to make it possible. I am mainly putting it all together and building something that makes use of all of that.
All help is welcome.
Ender910 wrote:I'd be especially eager to see more modding options than the original engine supports (particularly if some modding options were more available via XML or LUA or other less internalized modding options). One of the things I particularly loved in the X-Wing series was just how challenging the mission design was, so I think it would be fun to see how the difficulty might be racked up a little more, like by making it so more AI could focus on a single target, and other kinds of things along those lines.
I'm assuming you're planning on trying to set up support for missions/campaigns in the other games in the series as well? And are you planning on having the engine import them or are you/the community going to have to redo the missions from scratch? (Beyond that I can't think of any other questions I had that haven't already been answered here or in the thread)
azrapse wrote:I am not sure if I have answered your questions.
K-j wrote:Yes the author of that impressive TIE Fighter like game in the Unreal 4 engine has said that some properties of LucasFilm are used, but he does state things are just place holders and the final game will not be STAR WARS.
It's a shame though, as Disney have released a legal statement that they're allowing STAR WARS fans the continued freedom of using their IP properties for non commercial fan projects, as long as they acknowledge the copyright holders own it and are free to do with it as they wish. As long as you're not claiming copyright for anything they own, and are not charging for it, you're legally good to go.
Just don't go full out bragging about it without having anything near finished, releasing an official press statement saying it will be available free from Valve through Steam and have a game in direct competition with something EA and DICE are making, or it will get shut down before anything has actually happened.
I like the new briefing room sketch, and how it could be adaptable. The inclusion of other pilots there will certainly add to the atmosphere and immersion (obviously not if it's a solo mission, perhaps just have other officer(s)/attendee(s) at the edge of the room or whatever).
I wondered to myself if anyone remade it, whether the player should walk in between locations fully, or partially like just out of that room and end up where you wanted to go much like the original game's point and click (a good timely compromise), or is it all too much for a flight based game?