This is what what went through my head halfway through escAPE: the unknown, a half life modification. I hate the old BSP format it has too many restrictions even half life 2 had really small levels full of detail just because it still used .bsp, well here I go again, nothing can be imported into the UDK so everything is from scratch, even textures that were created can't be used as they were only 16 bit and didnt have any UV channels or bump mapping. Model layouts have been brought over but the actual mesh's need huge adjustments and complete re-rendering.
All of this may be bad, but in my head its good, there was so many things in my notebooks and sketchpads that had to be cut or broken down just to fit into the Quake Engine but now ive had a full year to play with the UDK, making levels for Unreal Tournament and i decided to do the transfer, the original escAPE files are up for grabs incase someone wants to carry on the half life project but I doubt it. The original script for escAPE will be carried over but alot of it will be updated to reflect the new engine its going to be built on.
The major added bonus with it being built in the UDK is I can do a GNU release once its complete and make some money at the same time, whereas the half life engine is still closed source so I wouldn't be allowed to release it for sale due to licensing and copyright etc. This means that you the community have major influences on what I do with this game, I want this to be fun and enjoyable and yes I do listen to what the people want im not an a**ehole, with major engine changes and my OWN script this time the escAPE will happen for real and I want you to be a part of it, after all its nice to escAPE once in a while.
The real world called and I listened, the false world fell flat on its non polygon face, too many polygons in the binary space format, uh oh, but thats only half the level done, what should I do?
Posted by ZeroOneInteractive on