Wasteland 2 Post-Funding Update #16
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Besides the items mentioned above, high on our list of requirements for an engine was ease of use by the artists and level designers for getting assets into the game and editing levels. We are a small team and must be able to work very efficiently. This became a first-pass filter when evaluating engines. Also very important was ease of development for the promised target platforms. Following a close third was amount of support from the vendor and general availability of expertise for crowd-sourcing, contracting or hiring. Putting it all together we came up with a list of engine requirements that looked like this:
1. Ease of use by artists and designers
2. Targets Windows, Mac and Linux
3. Support and expertise available from vendor and in community
4. Adaptability for player modding
5. 3D rendering, pathing, AI, physics, character animation tools
The 3D rendering and other game systems at the bottom of the list are very important as we plan to make a great looking game with physics and effects. But these things, at the level we need them, are commonly provided by full-fledged engines, so they end up lower on the list in terms of differentiating factors.
Given the top down POV and camera height required to show a party of characters and enemies, it would be overkill to spend too much of our resources on detailed character models and all the cutting-edge rendering and animation techniques associated with that level of detail.
If we plan well, then we can put just the right amount of resources into modeling and animation so that it looks great from our camera POV without wasting effort on detail that will never be seen. Then we can spend more time working on other enhancing effects that will be noticed from or POV, such as physics for ragdolls and flying debris, and the fire, smoke and particle effects for the gunfire and explosions that cause those ragdolls and flying debris (hopefully for your enemies and not your party of rangers).