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MrBaggins
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Just a note of intent... Not even an alpha yet, but a plan and tools are in place.
A synopsis is here.
It will be based on directX (7 but forwards compatible,) so graphic compatibility (and performance) with every windows platform.
Its essentially going to be a modders paradise and/or panacea.
Its not planned on being commercial as of yet, but if it looks commercial viable, that may be an option.
There is only a small team at this point, but as the framework develops, I'll look to bulk out the team.
I'm open to comments, and ideas as of now, however.
MrBaggins
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Nebula
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Good luck with the project.
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MrBaggins
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When the graphic engine, the UI and the parser is done, then the "entry level" for coders is a bit lower, since they'll be working in a parsed 'semi-RAD' environment.
At the point when you have a usuable parser and UI, the development can be split into 2:
Shell programmers.
Game Developers.
The game developers can set about developing a playable civ, and my concept of this is an amalgam of cherry picked "best of breed" ideas.
I've been coding a mod in CtP2, and actually realized that I was doing a rewrite of the engine, in SLIC2, and that it was probably a better idea to go with a less limiting, buggy and entirely more friendly environment.
Since the project *just* started yesterday, officially so only 2 team members as of yet.
I'm unconcerned about project pace: Activision isn't likely to develop a CtP3, and Firaxis isn't likely to build a completely customizable 'Civ' with a parsed language.
Its a labor of love to me, and anyone who wishes to step on board, can.
I'd like to start a forum on ideas on multi layer map handling... to get ideas on way that people would like it to work, and look.
MrBaggins
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MrBaggins
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In terms of the joining an existing project vs. starting a new one.
My concept involves changes at the meta level of design... that basically toss out whatever coding has been done... to make it happen. I believe this would be a hinderance to any of the existing projects.
I'm using existing frameworks, so, much of the grunt work has already been done.
I don't expect a very rapid playable demo (except for maybe displaying the maps,) since the very nature of the project requires a pretty complete shell before game development can begin.
MrBaggins
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Leland
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*Bump*
I wonder how this project is doing?
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