OpenKatana is an upcoming first-person action game based on the infamous Daikatana which was created by non other than John Romero. OpenKatana's development team hopes to not only fix issues present in Daikatana's design but to also expand upon it to give you an incredibly fun experience in both multi-player and single-player*.
The project is based upon the Quake engine which Romero had originally planned to use for Daikatana, and we hope that OpenKatana will be closer to Romero's original vision of the game in both design and gameplay because of our decision to use this engine. We have been given access to a range of content from the games development to assist us with this task and make sure that OpenKatana remains true to what Daikatana is about... Kicking ass.
Along with OpenKatana we'll be releasing most of the source-code for the game under GPL which will be fully documented so you can dig right in along with a few tools to help you on your way. We'll also be providing some source material and other resources to aid you in both level design and content creation. We've abandoned the use of the QuakeC language which was used for the game-logic in favour of a powerful module system to allow you to quickly make changes and prototype your ideas without having to worry about compatability issues between your code, the tools and the engine. All of the game-logic has been rewritten in C so that it's fast, easy to read and simple to use.
OpenKatana is made up of the following projects, some of which will most likely remain closed-source unless stated otherwise...
OpenKatana makes use of our Katana engine which is based on the widely used FitzQuake engine. The list of changes is fairly large but there's a considerable amount of documentation that will be released with the project to detail these new features for both developers and users. In-terms of features the engine is more comparable to Quake 2 rather than Quake, though with quite a few internal design differences.
The engine has been worked on so we support as many hardware platforms as we can, and as an example we've been testing it using graphics hardware such as the 3dfx Voodoo 4 and above to make sure that performance is as best we can get it. To us it's import that everyone can play OpenKatana, so you can expect Linux to be supported at release.
Because of how Katana has been developed, OpenKatana will be continually supported by us as the engine expands for as long as it's feasable.
For those that know me you'll know that I'm not a huge fan of developing for devices such as the PlayStation Portable due to the fact that supporting such platforms can often have a huge impact on the design of a game which can put a lot of strain on developers and it's almost like self torture, especially when it's fairly clear you either don't know what you're doing, aren't used to developing under such constraints or aren't even used to working on something in general (I'm looking at all the people out there trying to work on Quake-based projects for the PlayStation Portable). This is basically the very reason why we do not and will not be developing for the PlayStation Portable, however other platforms such as Linux are certainly under consideration but right now our main focus is working on making a game and not having to worry about such things until the future. Supporting multiple platforms is certainly in my personal interest and I think it would help our Katana engine stand out from the crowd better but when you're working on a game as big as this prioritising is important otherwise you'll find yourself strained and we're under enough strain as it is (or at least I am).
I'm not going to directly point at anyone but there are some people out there that really need to reconsider their target platform, I've noticed that interest in the PlayStation Portable has fallen since the release of Sony's new PlayStation Vita so the potential audience from developing for the PlayStation Portable has died down considerably anyway. I can understand there's an interest in portable gaming but there are certainly far more up-to-date and more widely supported platforms that developers can support. Seeing level designers make their levels so plain to the point that it's almost an empty room with bland textures just so it works on a platform makes me almost want to cry.
The only platform OpenKatana currently supports is Windows however I've been very focused on making sure users are able to run OpenKatana on practically any hardware and version of Windows, though we don't support any version of Windows below Windows 2000. As said however we do have an interest in supporting Linux in the future (probably when 90% of the game is done) and potentially other platforms too if it's viable and we have the resources to do it, but we'll see how things go.
Thanks for reading and I hope you enjoyed it, let me know your views and experiences below :)
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