Hard Light Productions Forums
Off-Topic Discussion => Gaming Discussion => Topic started by: Mika on April 16, 2012, 10:24:52 am
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Wasteland 2 petition is open in Kickstarter (http://www.kickstarter.com/projects/inxile/wasteland-2), and has exceeded the petition request already!
Wasteland is the father of Fallout 1 and 2, a role playing game with isometric turn based combat, like in UFO: Enemy Unknown.
Just when I thought I wouldn't need to buy games anymore, the older devs start to squeeze out something like this! I suppose they got bored with FPSs and MMORPGs and wanted to do something else. I definetely approve this development!
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Yep, we're aware, the thread just got bumped to the second page:
http://www.hard-light.net/forums/index.php?topic=80238.0
Only 17 hours to go!
Also, you should all check out this article on Cracked for five+ other potentially quite awesome things: http://www.cracked.com/blog/6-amazing-indie-video-games-that-kickstarter-made-possible/
Links if you're lazy:
http://www.kickstarter.com/projects/64409699/ftl-faster-than-light?ref=users
http://www.kickstarter.com/projects/630555339/guncraft-voxel-based-first-person-shooter?ref=users
http://www.kickstarter.com/projects/musegames/guns-of-icarus-online?ref=users
http://www.kickstarter.com/projects/stoic/the-banner-saga
OK I'm done
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Shadowrun also went way way above it's original goal of 400000 bucks http://www.kickstarter.com/projects/1613260297/shadowrun-returns
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It'd be nice if :v: could raise enough money to buy the FS universe back. Descent would be nice, too, not sure of the legal status of the Descent series. D4 + FS3 = /me happy
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It'd be nice if :v: could raise enough money to buy the FS universe back. Descent would be nice, too, not sure of the legal status of the Descent series. D4 + FS3 = /me happy
D4 maybe... but FS3? There would be so many expectations after all that FSO has accomplished that any single game could only fail to meet them.
How I see it anyways.
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If they did FS3, I would hope that they would basically make it an extension of FS2 Open. i.e., upgrade FS2 Open with any features they needed, then include that version in their retail release (so they basically would be keeping the engine open source, and selling the FS3 assets and story with the FS2 Open engine, probably now called FS3 Open, but w/e). Then the community instantly benefits from any upgrades they make to the engine, and anyone joining us from the FS3 release steps right in to a thriving mod community that's been around for a decade+.
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If they did FS3, I would hope that they would basically make it an extension of FS2 Open. i.e., upgrade FS2 Open with any features they needed, then include that version in their retail release (so they basically would be keeping the engine open source, and selling the FS3 assets and story with the FS2 Open engine, probably now called FS3 Open, but w/e). Then the community instantly benefits from any upgrades they make to the engine, and anyone joining us from the FS3 release steps right in to a thriving mod community that's been around for a decade+.
Um would a professional studio even want to work on the FSOpen engine? I'm not a programmer myself, but, given how many people have tinkered with the engine I doubt there's much uniformity to how things are implemented. I imagine it would be easier and more efficient to simply create a new engine or adapt something else to suit their needs (like the Unreal engine).
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If they did FS3, I would hope that they would basically make it an extension of FS2 Open. i.e., upgrade FS2 Open with any features they needed, then include that version in their retail release (so they basically would be keeping the engine open source, and selling the FS3 assets and story with the FS2 Open engine, probably now called FS3 Open, but w/e). Then the community instantly benefits from any upgrades they make to the engine, and anyone joining us from the FS3 release steps right in to a thriving mod community that's been around for a decade+.
Um would a professional studio even want to work on the FSOpen engine? I'm not a programmer myself, but, given how many people have tinkered with the engine I doubt there's much uniformity to how things are implemented. I imagine it would be easier and more efficient to simply create a new engine or adapt something else to suit their needs (like the Unreal engine).
You are completely correct. From a studio standpoint there's very little advantage to using FSO. It would actually be actively harmful.