Are you going to use the 3D element to somehow "more widely" affect the game-design. Or its still more likely point-and-click adventure ?Originally Posted by Deck13
Are you going to use the 3D element to somehow "more widely" affect the game-design. Or its still more likely point-and-click adventure ?Originally Posted by Deck13Roman, I'm passing the keyboard on to Thorsten for this question:
I would have one question. If im not wrong your game is running on ogre3d engine.
That's correct.
How much are you satisfacted with it?
We are very satisfied with it. It's nicely designed and the learning curve is not as steep as one might think when digging through the documentation. The community is very helpful and educated, so there is always someone who is willing to answer questions you might have.
How much "engine" things did you have to pre-set for new?
As far as the rendering engine itself is concerned, it was not necessary to add new features or rewrite parts of it. But as Ogre 'only' provides rendering facilities, many other things had to be built on top of that, like pathfinding, character interaction, collision detection, a higher level animation system, a cutscene system, a conversation system, and so on... so Ogre is really only one part of our framework (albeit a really big one), which we ingeniuosly dubbed Pina (Programming Interface for N Adventures) .
Ankh is obeying the classic point-and-click rules, that is, you have mostly still screens (however with many moving elements like palms and cloth moving in the wind). You can take your time and analyze the screen, investigate it. But as soon as you reach the edge of the screen or leave a room, the camera becomes active, panning and zooming to create a real 3D atmosphere.
Also the camera is used to show close-ups of the characters when they speak or perform special actions. This makes the adventure experience much more dense and cinematic. Also, the 3D camera is used extensively in the many cutscenes. But "at heart" the game is still point-and-click. No action sequences involved. (Well, yes, there are actions sequences, but without a time limit and without requiring a quick finger on the trigger.)