... for the Game Designer:
... for the Module Coder:
... for the Customer:
For more information check out the Drag[en]gine Wiki.
Due to the modular nature a fixed list of engine features as other engines provide is not possible since it all depends on the customer's choices. To avoid cluttering the summary find the features list in this article:
A lot of work has been done to build on the feedback and play testing received so far. The various changes, improvements and additions will be also put into an upgrade Demo version of the game. The scope of the demo is going to stay the same but certain things from the full version will be put in.
The upgraded Demo version will be available in the course of this month. The actual date depends on a couple of factors, including how well the broader store presence works. In particular the Demo (and the game later on) will also be available from Itch.io, Epic Game Store and Microsoft Store. This is all being set up and tested right now which is taking a bit longer than expected.
One of the new things you will be able to see in the Demo is Sean's Drifting ability. This allows her to get around places in a different ways opening up alternate path and solo missions. The video below shows the basic mechanics.
The tracing ability has been also reworked to better fit into the investigation flow as used for Georgo. Switching between the two has now additional benefits.
Another big change has been adding support for using gamepads. The game is best played using mouse and keyboard but now you can play it also solely with a gamepad if you want to. Technically this would allow game console playing of the game but this is not a target platform yet.
The video with the drifting has been recorded playing with a gamepad.
Furthermore the release date has been set to 2024 Q1. This means this year is the last time you can vote for the game in the upcoming category. Make it count ;) and spread the word!
New releases left and right with language, gamepad and project management improvements.
New releases incoming with various improvements and fixes.
New releases incoming with dynamic texture properties and the first non-early-access DEMoCap release!
Jump in and learn the ropes of the game in this Demo Version.
Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world investigating a very special Science-Fiction setup. With a team...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
You do not have permission to update the connected twitter accounts.
We recommend you return to the twitter list and browse the links from there. If the problem persists, contact us with the details.
Hey bro. It has been a very long time since I posted to ya. Hope your good buddy. I just wanted to let ya know I added your engine link to my new Game Design Social Network.
Aknighthawks.space
If you want to come to the site and Register you could add a space for your engine. And maybe get more people to know about it. Anyway hope to hear from ya bud. Have a good one! :)
This comment is currently awaiting admin approval, join now to view.
Hey, I'd like to ask, I remember a feature that randomizes textures so that vast open space doesn't look artificial. Really useful for oceans or deserts and something that plagues many AAA games.
What was the name of said feature again?
This can be done using the "variation.u" and "variation.v" texture properties: Developer.dragondreams.ch .
If enabled you can use layered textures (3D textures) for individual texture properties (like color). Right now *.png3d is supported or using constructed textures: Developer.dragondreams.ch .
*.png3d is by the way just a *.tar file with "zX.png" files inside where X is the layer/depth (0,1,...).
I have been looking forward to seeing this engine working and downloadable but after all these years I do not see this happening. On a number of occasions you have stated you only have to clean up a few things and finalize before release, that was nearly 2 years ago.
Don't worry. The release is slated for within 2-3 weeks from now. What's left currently is brushing up the example project so people get a grasp of what can be done as well as brushing up the documentation (Wiki side). Then the public GIT repo will be set up with an initial cast of builds (linux and windows for the time being).
Thanks for the great news looking forward!
Hello. Can someone point me, where can I download Drag[en]gine? I can not find it on theyr website, can't find on their Wiki, nor could I find it here. No prebuilt engine, no modules, no sources, nothing. How can I try it?
It's not available to the public yet. There are a few things I need to clean up and finalize first before I open up the repository. I prefer a solid first release than endless patchwork.
wow, this engine looks really promising. Sadly I use a mac and can't run it, Is there any plans for a mac version? It wouldn't be to hard to port it if it runs on Linux.
The engine is POSIX based. Only thing that has to be ported is the launcher as the rest would work out of the box. Only problem: I've no access to a mac. If anybody donates a mac strong enough to run advanced graphics it could be done. Otherwise I'm afraid not for the near future.
Darn, the problem is that macs are fairly pricy, It would be hard to find a person willing to donate a up to date mac.
Also just wondering, what is the launcher written in?
They are written in C++. This is though not mandatory. Every language able to link to a C++ library can be used to write a launcher.