And so I thought it was time to update you peeps that are watching this project =)
First on the plate is our new team member! Welcome aboard Christopher!
Next up. We have been slaving away on the engine remake >.< which is a total pain as you can guess but broadens the horizons =) During this we put down our C++ IDEs and started to think about the formats for the game engine. A lot of them need to be rethought and updated with the new engines capabilities such as skeletal keyframe animation which is pretty big in comparison to the per-vertex animations Carnivores originally used.
Our plans are to make the level formats a lot smaller via compression and the removal of unnecessary data whilst also adding new content to them. This means we'll be remaking each map too >.> in the long run it will be most worth it, but maybe we'd only remake 1 map and let another group of people use the tools to make all the others.
Our ideas have been thrown this way and that, and I've suggested a new method for water which allows for waterfalls and of course less lag in maps which is always fantastic =) another thing we've had come up is the way scenery is stored and rendered and how it reacts to AI and players.
Our aim is to eventually make a world that is believably real and entertaining without stressing older computers out, so it won't be up to the standard of the Crysis or UT3 engines, but heck it'll be good looking and fun to boot.
The more I think about this and work on it the more I realize we are literally making a new game all together... perhaps that might be the case and the game will be different to Carnivores yet it still holds the feel of the Carnivores games? I have no idea... time will tell eventually when we are at the stage for Demoing the engine.
James here, signing off.