This library should generally be platform agnostic. This will include all of the graphics layer abstraction, basic engine functionality etc. The result of this is that there will be several components of the project. This is mostly a personal preference and that C can compile to anything. This may evolve in to C++ in the future, but for the moment I’m wanting to keep it to C. There will be a follow up post on the future of plugin compatibility in Kestrel in the coming days.Īs it stands at the moment, I am developing Kestrel in C. Further to this it will maintain backwards compatibility with all of the old plugins and data files, whilst bringing in some new features. Kestrel is being developed from the ground up in an engine dedicated to accurately representing the Escape Velocity experience. Some information about Kestrelĭisclaimer: The project is still in its very early stages, so do not take all of this information as being set in stone. The structure and format of this blog may change over time and evolve as the project develops and the community grows. Kestrel on the other hand will be much more active, with me dedicating a couple of hours a day (where possible) to it. In the past OpenNova has been an infrequent side project for me and as a result has not allowed for many posts to be made. I’m also going to try and aim for weekly/bi-weekly updates. Some of the posts will be more technical than others, but I’ll generally try and keep them understandable. I’ll discuss design decisions, structure and implementation details of Kestrel. This blog will become the primary development blog for Kestrel. This is mainly because I may decide to make sweeping changes to the foundation of the game and I don’t want to worry about managing the project and merge conflicts whilst I’m in this initial phase. Kestrel will not be source available during the initial run of development. For the time being these are still being considered and weighed up. The biggest question in deciding a license is going to be around forks pushing changes back to the main Kestrel project, commercial limitations and attribution requirements. Whilst the exact license has not yet been decided, it will be a generally permissive license as to allow people to use the main engine as a basis for their own games. Good news to everyone who has been following OpenNova for a while. Additionally the engine itself will be adopting the name Kestrel. So what does this mean for OpenNova? Well OpenNova will becoming the foundation for the new version of EV: Override. Or a Brogue Pox.Īnyway, now we are off to Heraan to tell an old man "Huh, what?" and then probably "Fuck you.In case you are not a frequent visitor of the r/evnova subreddit (or just missed it), Peter Cartwright recently announced a project to revive and remaster Escape Velocity Override. Or, given the depth and subtlety of every bit of writing related to the Wild Geese, maybe they all just succumbed to some kind of Potato Famine. At first, I'm thinking, "Get it right, stupid text box!" But then I decide that maybe he just died later, probably of liver damage or crashing his Thunderhead into a thing. As you'll recall, I got all the good branches (with hax), so he survived all that Wild Geese story arc stuff. One or t'other, who knows!Īlso, the text-box seems confused about Michaleen. Or maybe I just didn't pay attention previously when he totally explained how doing this job for him would get me into the house. Bazara is all like, "Now it is time for you to join House Heraan," which comes out of nowhere a bit, to be honest. As you can see, they are super-impressed.
0 Comments
Leave a Reply. |