Reference:
Wulfram
II Forum Post (archive)
I've evaluated using the torque engine (or
any other full fledged game
engine). The short answer is: It'd be great to use it, but if I do,
it's a complete re-write of the game. Even with the engine that is
there, it will take a long time to reimplement what Wulfram is today.
Yes many technical things would be better, and yet -- these things
don't come without their tax on time.
If it's a completel re-write, there are a
bunch of questions that I
need to answer (for myself). Such as, if I'm going implement a whole
new version completely from scratch, would I implement something
exactly like Wulfram? If not, what would the changes be? Would (or
should) the game actually be Wulfram? Should I try to do something
similar but unrestrictively different?
Given that I've got a tough daytime job,
am I going to be able to
implement a whole new game with this engine? Regardless if it's a
reimplementation, or a different beast alltogether -- it will be a big
project.
Granted, yes, there is a game engine that
we can use. Anyone can
actually use it. It's just $100 -- so anyone can go for it. I'm not
stopping anyone from doing that. Well -- except you can't use the
Wulfram intellectual property without my consent. There are a bunch of
projects around that are trying to use the Torque engine, and some are
quite far along.
Let's say I was able to
dedicate myself completeley for game
development, I might consider learning the engine well enough that I'd
consider myself an expert in it, and I'd use it and probably make a
Wulfram-like game (possibly).
But that's not the case.
I have to choose my fights, and this isn't
something I can do just on the weekends. It's not realistic. I wish it
where, but it's not.
So instead, I'm going to
try to do some hopefully significant
improvements to the game without such drastic measures, and perhaps
with such changes, I'll be able to solicity more financial support from
a larger user base. Perhaps that will enable me to quit my daytime job,
and throw myself at game development.
It's
a longshot, but hey -- everyone has their dreams. Ultimately,
I'm not willing to 'throw caution into the wind' when it comes to my
personal financial well being. I've done that before, and I lost a lot
of time and money doing it.
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