Hexen 2 darkplaces

broken image
broken image
broken image

So engine wise, cutting the cable sort of spun me into a different orbit. One of the environments was already dropped into Unity just to see what happens. We’re slowly coming up, by our own boot-straps if you will, to a state where we can likely do a hopefully soft landing on a different platform. It just didn’t seem like a smart thing to do. There is Darkplaces, but that would have meant another risky wager that a largely untested engine based on 1996 tech would be better suited than the first one. So while the engine switch did end up hurting the project, there really was no alternative. It’s simply a fact of life that the FTE engine was too buggy, that I couldn’t do the things I needed to do, and that every time I broke one of those invisible Quake-technology walls I ended up in a minefield of untested things prone to failure. So I still feel the switch was necessary and justified. This is not 1997 and Quake doesn’t cut it anymore, not in the face of Unreal, Unity and Cryengine. It may look like the old Daikatana mistake, but there’s a difference. But in the end, it’s better for the project. Truth is, as may be obvious in hindsight, that the switch away from the Quake engine was more of an obstacle than it should have been. We’ll see when I get that running, I might feel inspired to start porting the first level to Unreal. On the technical side, I’m now working on a new PC that should be Unreal-capable.