Home » JAGGED ALLIANCE 3 » JA 3 Wish List » Engine discussion for next gen JA based mod/community game
Engine discussion for next gen JA based mod/community game[message #173398] Mon, 28 January 2008 17:50 Go to previous message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
After having looked at a lot of the 3D based FPS games over the last 6-7 years I have thought many a time that a lot of them would be suitable for a JA2 based mod/total conversion.

I know that its possible with the UT/UT2k4 engine as there was the Total Annihilation total conversion that got to about 30-40% then ditched. It had a full working interface, maps and units. The coding was a little rough and it needed a bit of polish but it was about ready for beta testing.

From what I have seen the engine best suited to this purpose would be the CryEngine. Either 1 or 2. Preferably 1 because we want it to be playable on low end and high end machines whereas CE2 is only for the best of the best currently.

Features that support this are:
1) Large mod base with lots of tutorials. The coding is C++ and Lua based scripting.
2) The AI that comes with the game is fairly advanced and was the first to incorporate squad tactics.
3) Huge maps. You can easily make a sector take an hour to cross real time. That means you can make a full map out of the multitude of smaller ones.
4) Ballistics engine. This was very sophisticated for an FPS at the time. Only things that would need to be added for realism would be projectile arcing.
5) 3D engine. This allows for a very detailed world. It may not be up to the par of current games (CE2, UE3, Far Cry 2 engines) but it is certainly better than Silent Storm and any of its contemporaries.
6) Being a popular engine to mod there are many freeware products like Blender that are supported for development purposes.

Cons:
1) Getting the engine to work turn based.
2) Getting the coding right for the Strategic section. This would be relatively simple in comparison to the first problem.

I feel we could use HTML for the ingame websites. This would allow for a lot of flexibility, but I have no idea how to integrate it into a full strategic frontend. I can help with the design of that frontend though Wink Just not the coding.

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