Leaving our old home behind!
Leaving our old home behind!
For those that did not notice our old home was Unity 3D, a awesome game engine with a good level of polish on top, at same time unity has a strong focus on the mobile market and this comes up in the way they optimize and prioritize futures. Woods of Faraway game will probably never run on a mobile device, core game mechanics require mouse and keyboard to be any good, some people may pull them off with a controller but mobile touche screen no this will not work. Add to that the procedural graphic requirements + memory management issues within the old version of mono Unity 3D uses and .. we had to look for something more suited for the task at hand.
Looking for a new home.
There are many game engines out there but most of them are way out of reach for small indie developers (unless they want to sell their soul). So what did we want from our new home ? It has to do all basic things we need at a basic level and it has to give us control, the more control the better. This lead us to the C4 Engine, it does all we needed it to do, has a basic voxel based terrain system and offers full source for a feasible price.
Settling down ...
So with the new engine in our repo's I have been reading true the code base to get a full understanding of all the ins and outs, while Alex has been testing the art work flow. This is what we will be doing for next couple of weeks, while tweaking some of the engine internals to suite our needs and adding some extra features to the world editor that should ease the work for artists.
Conclusion
We made some steps backwards here and it will be a while before we are back up to show off world creation, networking and fancy art. But we made a big leap forward as well, tech wise we now depend on no one and have full control over the engine allowing us to push the game as far as we can with our little two man team.













