OpenTres(A complete clone not just the engine)
Posted: Fri Mar 26, 2021 3:18 pm
I got Trespasser because as game developer I was interested in the tech(The no GUI, the arm control, the imposters, the bump mapped, the real time foley) and loveed the story/storytelling the first time I played it.
I want to make a spiritual successor to Trespasser.
he pie-in-the-sky concept for OpenTres is an engine combining Drakan style exteriors with Doom-style interiors with no levels, non-voxel based in game modifiable terrain, a complete rigid-body physics simulation, and behaviorally-simulated and physics-modeled dinosaurs. The underlying design goal is to achieve a realistic feel through consistency of looks and behavior.
The art style will be a retro cutting edge of the Millennium, with the mantra "Limited but rich". The whole thing should fit on a 650mb CD and operate over 64kbps internet connection
Since we don't encourage piracy It will have to be a complete remake not just an engine clone and since we can't use the old assists there is no reason to use the old file formats
My plan is to use Catmull-Clark subsurfs with creases to give it that dreamcast quadratic quads instead of triangles look and play with the MIPmaping so that it doesn't use a level that will have a screenspace resolution higher than what Trespasser. That is only for Normal, background objects. objects that are important for the game will be render without the creases and at full resolution textures.
OpenTres is more of a fringe benefit, my job is developing the engine tech for our main MMO which is going to by AGPL so contributions will have to GPL3(or GPL2+) or a non viral Open Source license.
I'm thinking of using Godot as it has the most support(in terms of development and in community and in documentation) of the open source game engines.
I have a budget of $100USD a month for the MMO and If I get the grant this year I'll have an extra $4000 over all my current plans for spending it on(It' penciled in as hire developers/artists to make the game better).
I want to make a spiritual successor to Trespasser.
he pie-in-the-sky concept for OpenTres is an engine combining Drakan style exteriors with Doom-style interiors with no levels, non-voxel based in game modifiable terrain, a complete rigid-body physics simulation, and behaviorally-simulated and physics-modeled dinosaurs. The underlying design goal is to achieve a realistic feel through consistency of looks and behavior.
The art style will be a retro cutting edge of the Millennium, with the mantra "Limited but rich". The whole thing should fit on a 650mb CD and operate over 64kbps internet connection
Since we don't encourage piracy It will have to be a complete remake not just an engine clone and since we can't use the old assists there is no reason to use the old file formats
My plan is to use Catmull-Clark subsurfs with creases to give it that dreamcast quadratic quads instead of triangles look and play with the MIPmaping so that it doesn't use a level that will have a screenspace resolution higher than what Trespasser. That is only for Normal, background objects. objects that are important for the game will be render without the creases and at full resolution textures.
OpenTres is more of a fringe benefit, my job is developing the engine tech for our main MMO which is going to by AGPL so contributions will have to GPL3(or GPL2+) or a non viral Open Source license.
I'm thinking of using Godot as it has the most support(in terms of development and in community and in documentation) of the open source game engines.
I have a budget of $100USD a month for the MMO and If I get the grant this year I'll have an extra $4000 over all my current plans for spending it on(It' penciled in as hire developers/artists to make the game better).