I've been working on a new map for Darkness tentatively called, Building 5. It's a roof-top map where spiders control one skyscraper, and humans control another. Players from both teams will have to jump across deadly gaps between the buildings to reach each the enemy team, but larger classes may not be able to make it without the help of clever Breeders and Engineers...
The Building 5 map is about half done, but I've had severe mappers block for the last few weeks. In my spare time, instead of staring at the Hammer screen for hours, I've been thinking about porting Darkness to other engines, namely, Doom 3 BFG and Unreal Engine 4. Both engines appear to have superior rendering capabilities, but Doom 3 BFG seems particularly well suited for dark, creepy games like Darkness. UE4 has very mature development tools, and a growing community of content artists and developers, but unlike Doom 3 BFG, it's not free. In the end, I probably won't port Darkness to either of these engines in the near term, it's simply too much work for one person alone. But it was fun thinking about the possibilities ;)
In other good news, I reached out to an artist and a sound designer on IndieDB, as well as a modeler on Facebook. I hope to have better logos and sounds and a new hatchy model before the release of 1.6.
i think u shouls stay with the source engine, but later port it to the id tech 5 engine
I haven't tried Rage yet--but working with mega-textures would be fun. I'd definitely need a few artists to support that kind of effort.
thats the problem, is really hard to work with, but what about using the id tech 4 (doom 3, quake 4, prey, etc) its free and opensource
tech4.5 looks nice actually--It's hard to find people who know how to use the Doom 3 toolchain though--Otherwise, I think i'd just port Darkness since the Doom 3 BFG engine is so much cleaner...
I am using Doom 3 BFG engine, which is being modified and tools are being ported back from Doom 3 (some, only essential tools; the rest will be Qt5 based, standalone since they don't need to be in the engine to begin with).
Dubbed as Storm Engine 2, it will be released to the public as soon as I release playable alpha of my game.
As for finding people who can work with tools, I am aiming at opening small dev portal for my engine, where we'll have tutorials for various aspects of modding, including working with tools.
Of course there are no tools that beat Unity/UE4, but Doom 3 tools are no Assembler - they can be learned and used ;)
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