Everyone here has their own opinions, but I’ll post my two cents. First, regarding a centralized website/service from where we can all work.
Regarding this, I don’t see why we necessarily need it to be private. Github is an extremely useful server for hosting files and different versions of the same project. I’ve used it in the past, and the repository system is pretty easy to use. It seems like it has everything we need. I think the only requirement they have (if you want a FREE repo) is open source. If you can point out some negatives to open-sourcing, I’m all ears, but otherwise, I’m a huge fan of open-sourcing. We don’t expect to sell this game in the future, as it would infringe copyright, and open-sourcing allows many others to contribute to the project, preventing the “bottle-necking” you mention.
Second, regarding a game engine. I recognize Troid has been working on a game engine for quite some time (well, that’s a bit of an understatement). What I’ve noticed, however, is that it seems like every detail has to be perfect before Troid releases it. He’s been working on it a lot, and as Megahurtz mentioned, there has been a lot of work on seemingly little things, like shaders and the like, which, when finished, could add a lot of cool flair to the project, but it’s not necessarily what we need right now. A modular design, like what Megahurtz is suggesting, would help a lot, so we can focus in getting the basic game up and running, then maybe adding special effects later. I’m not trying to bash Troid here. His work has been great. What I am concerned about, though, is that while all this development was/is going on, a lot of people have lost interest. This kinda gets back to the “bottle-necking” situation before, and open sourcing could be a huge boon to alleviate this. It gets people in on the action and makes them excited to contribute.
With open sourcing, however, we have a different problem. How do we stick with an engine that people can easily understand and contribute too? This is one of the issues I see with the Dark Basic engine that Megahurtz is suggesting. I’ve used Dark Basic previously in the past, and while it can be good for getting quick results, as it’s a language specifically designed for making games, but it is still Basic. Basic is a good idea for small projects and it’s a great starter language, but there are much better alternatives for making games. (And personally, Basic is very hard to read because of the syntax delimiters it uses like BEGIN and END and such.) I’ve been doing a lot of research recently on different engines to get up and running making games (mainly for myself and my own projects), and I’ve come up with a couple alternatives that I think would fit the project well. The first one is libGDX. libGDX is a cross-platform game development framework built on top of the Java programming language and has OpenGL bindings. It has been successfully used in many first-party and third-party games. It’s well-established with fairly good documentation. It uses a well-established and stable programming language. (Everyone and their mother knows Java.) As an added bonus, if we decide to target other platforms, you write the libGDX game once, and you can target any number of platforms, like HTML5 for web games and Android for mobile. It’s also fairly light-weight compared to Unity, Unreal, and those alternatives. (As a side note, I’ve heard that Unity’s 2D engine is not as well-developed as its 3D engine; it was more of an afterthought.) The other alternative I found is called MonoGame. MonoGame took Microsoft’s old XNA API, revamped it, and open-sourced it. It’s cross-platform and built on top of the C# language. Since Linux now has a .NET bytecode interpreter in the Mono package, MonoGame can be run on Windows and Linux (and probably Mac, but I’m not sure).
I’m actually really interested to hear what Phlakes has to say about this, since he’s the only one among us, to my knowledge, that has actually shipped a game and made money on it. Phlakes, I’m curious what engine/framework you used for your rail shooter.
Thoughts on scan visor:
How about when there’s a scan node nearby, we flash up a message “New scan node nearby! Press x to scan!” Pressing x would then point the character towards the node while they scanned. This would keep the interaction, but get around the clunkyness we were having before. I don’t completely remember how the scan visor worked in previous demos, but I think it had some angle associated with it (similar to 360 degree mouse aiming) and was inconsistent with the 8-directional style of pointing for shooting.
On 3D → 2D transition:
I speak for myself when I say this, but I haven’t played Prime in many years. I’m willing to bet that this is the case with many people who eventually play the game (if it gets released). Hell, you even went on to say:
Even if we kept things relatively similar to how Prime was in 3D, for me, since I’ve likely forgot many, MANY things from the original game, it would be like rediscovering it, with that “sense of mystery” you mention.
Also, can you add me to the trello board? I’m Simon (originalname667).