RoTR in SC2, A time to move on? |
RoTR in SC2, A time to move on? |
19 Apr 2017, 21:32
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Group: Members Posts: 47 Joined: 2 January 2017 From: kuwait Member No.: 13995 |
I'm sure this idea has been brought up before. Don't you guys think that it's time to move on from the absolutely horrid engine that is 1) SLOW 2) laggy 3) mismatches 4) horrible to develop for?
You guys may know me as the crazy guy that wiped his HDD so he could build a hackintosh for the SOLE reason of seeing if Generals ran better on Mac. You may also know me as the guy that proved that RoTR can in fact run on Macs, with only certain triggers that cause crashes (aside from the regular BS engine crashes). You guys probably don't know, but I'm also known for other crazy things involving games, including a project to develop these old out of copyright gamebooks into modern Windows/Android/iPhone apps until....some guys came out of NOWHERE and bought the rights to said gamebooks. These gamebooks are called Way of the Tiger, you can google them. And no, I decided not to release anything cuz, well, nobody likes to get sued. So, seeing as RoTR uses pretty much original assets for the most part (and replacable/recreatable assets for the shared ones) I think it would be a cool idea to try to port a few units to the SC2 engine and see how it goes. Hopefully there's someone here that has experience with the SC2 engine, and can tell us about any immediate limitations. Heck, if I could figure out how to export animations I would have already ported a few units and tried to code them, but I've never really been interested in making mods for games until I got addicted to Generals. Any thoughts? P.S. Yes, yes, I know obviously the ultimate decision lies with the SWR crew. I just want permission to try my hand at porting a few units for now. Cuz Zerg scum can't face Super Raptors. |
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