On second thought…
Unfortunately,
We haven’t had an update in a short while (A whole month!). So I guess I get to explain a bit.
With news of the Unreal Developers Kit (UDK), we jumped at the idea. I mean, this was Unreal! Since TGEA was not able to do near enough for us, we tossed it aside and did everything we could to get UDK up and running.
Well as it turns out, none of us know anything about UDK, and since we ran into a wide variety of problems with it, we gave up and decided to make the only clear choice.
Torque 3D!
Before we even began to think of T3D, Warlord and I decided to do some testing on TGEA. Sure enough I re-built Cc and we were playing a smaller but neato version of Crimson Crow. Hopefully soon enough we can have the co-op and AI features re-built.
With that note, Warlord and I also tossed some ideas around, one of them particularly very appealing. Hmm, maybe next few posts we’ll have something worth noting!

Posted on December 14th, 2009 at 7:58 am
The announcement of UDK turned everybody’s heads, trust me.
You guys already have some art resources done, so you might want to think to stick to an engine no matter what.
If you can, get into a skype conference with everybody on your team. Write down what you guys expect from the game, then do exactly what you settled for. Nothing else.
Anyway, I’ll keep creeping around this place.
Posted on December 14th, 2009 at 11:04 pm
Herr_Alien your such a life saver! I think we’ll do just that!
Posted on December 17th, 2009 at 1:30 am
On that skype meeting just have your team agree on features. Then choose the engine that provide as many of those features. At one point in development your game resources will become engine speciffic (a special format of textures, a special format of models). At that point you should not change engines, no matter what.
If you’re in doubt which engine to choose, make sure you keep your art resources in a general-use format (.tga? .obj for models? dunno, your choice here).
Unfortunately there’s no easy (“general-use format”) way for keeping the code engine agnostic. Another reason to have that discussion, settle for an engine and then not letting go of it.