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Lugaru 2

Posted: Wed Jul 06, 2005 7:10 pm
by David
This will actually be my next project.

Posted: Wed Jul 06, 2005 7:11 pm
by ridestowe
*high five*

Posted: Wed Jul 06, 2005 8:03 pm
by rkn
I'm assuming Lugaru 2 will be programmed from your new engine? And you're gonna program it for dual-platforms (as opposed to porting), right?

Posted: Wed Jul 06, 2005 8:28 pm
by David
Yes, it will use the Phoenix engine, and be developed simultaneously for Mac and PC.

Posted: Wed Jul 06, 2005 8:46 pm
by Lugaruman100
This is very suprising. So when will we be able to see some screenshots?

Posted: Wed Jul 06, 2005 8:59 pm
by Blorx
I see he's quite serious about this. I might be able to do sounds...I'm working on getting the position for SFX artist for the 0 A.D. team and things are looking good so far, keep in mind that school starts back in August and I have tons of summer work, though

Posted: Wed Jul 06, 2005 9:06 pm
by Lugaruman100
I wish I could help out.

Posted: Wed Jul 06, 2005 9:18 pm
by ridestowe
i'd be more than happy to design weapons, in-game scenery and static objects for the game.

Posted: Wed Jul 06, 2005 10:32 pm
by Usagi
:!:

Posted: Thu Jul 07, 2005 12:14 am
by Flickta
Hooray! Will we get fur?
And liquids (even primitive animated texture will do, but nice shader water will fit better)

And how about moving some weapon and character statistics into an xml file for easy editing? Of course, all values will be built-in, but there could be a checkbox "override built-in values". Also, a way of adding models to the game, say, an exporter from Maya... Well...

Posted: Thu Jul 07, 2005 12:19 am
by Lugaruman100
I hope turner will have real fur, like foilage.

Posted: Thu Jul 07, 2005 3:51 am
by David
Planned features include detailed fur, much better mod support, and nice water effects.

Posted: Thu Jul 07, 2005 3:56 am
by theblob
Any new races planned? Also i hope the campaign is longer than the original's (Not meaning to criticise)

Posted: Thu Jul 07, 2005 8:23 am
by Nayr
BTW, just so everyone knows, simulating water is NOT simulating liquid. that is the most computationally expensive effect known to gamedevs. We fake it, instead :P

Posted: Thu Jul 07, 2005 9:33 am
by Blorx
Heh, water can be much easier than liquid, unless you want the whole swimming thing, then you need to tint it blue underwater