This post is directed at programmers (in particular), mappers, modelers, animators and texture artists. This post will likely be lengthy, but I will do my best to stay succinct and not get too tangential, so please bear with me.
A little over a month ago I made this post in which I, fueled by ambition and naivete, declared "I AM going to make a game." After some soul searching and research I'd like to change my statement just a bit: I AM going to make a game IF I can find an inexpensive, capable engine AND produce a commercially viable game ($10 on steam anyone?) in under one year with a small team and a budget of $20,000 or less.
That is a giant if, and I need to know the answer.
THE ENGINE
I've been researching various commercially available engines and their various license agreements. I've learned more on UDK and now I really like it, although I think the license is too prohibitive and the engine itself is more than the project calls for, therefore becoming competent in that complex of a working environment is a waste if resources. Unity 4 is the second runner up, $1,500 for a decent engine? Cool. But like Unreal, it's more than I need. There are various other engines that are similar, but not suitable for the project. Lame. Then I read this, straight from the engine god himself:
Excuse me, I wet my pants again, I'll be right back.
Every single thing about that statement makes me giggle inside. This may seem insensitive to some people, especially coders who pour their blood, sweat and tears into a project, but I am very pro-open source. I'd MUCH rather have my engine open than closed, so that requirement to me is icing (and oh so sweet).
THE ENGINE AND THE RUB
Ok, the techno-eroticism has subsided and my heart rate is going back to normal. Now, let's look at this a little more critically.
I've been mapping and texturing, researching (and preparing for) modeling for quake, and I wrapped my around and played with QuakeC. All these things bring up a lot of questions: Here is the big list:
1. What Quake code, exactly, is protected and what is permitted to be resold?
2. Where the hell is the source for the latest progs.dat?
3. What are the fundamental limits of the BSP and MDL formats? (max faces or vertexes, texture info, texture resolution, max animation frames, etc...)
4. Can MDLs be efficiently used for static meshes? Moreover, the liberal usage of?
5. What are the practical limits of QuakeC? How functionally complex can the code be before the fundamental limitations of QuakeC begins to rear its ugly head?
6. How extensible is GTKRadiant 1.5? How easily can it be modified to be suitable for this particular project?
7. There seems to be several methods of modeling, skinning and importing models for Quake, all of which appear to be very ghetto. These methods seem (but I don't really know) nightmarish to use for a project on this level. Am I wrong?
8. I'd want to use a current, but preferably heavily customized source port. With my heavy budget constraints, how feasible is this?
9. Is there, ANYWHERE, in the deepest darkest crypts of the internet, a Quake1 version of ioquake3 and iodoom3?
After asking myself these questions it occurred to me that maybe I should move up a little. Hrm...id Tech 2 perhaps? ...ooh, id Tech 3 looks like it might just fit the bill perfectly. I'd like to steer clear of id tech 4.
Here's a rule I've imposed on myself that I would like to obey: I want to strip the code down to nothing and add what I need, nothing more, nothing less. I don't want a bloated, catch-all engine, I want something tailor made. This is possible because of the low tech and the relatively low complexity of the project.
Trust me, even just the idea of making a game with the Quake engine feels daunting at times, but its somewhat monolithic nature and relative simplicity make it very accessible. I'm really eye-balling Id Tech 3, but I don't know if it would be too complex to deal with and simply too big to strip down and build back up.
So, in other words, I want a custom Quake engine with these features:
1. Support for large, geometrically complex maps with liberal use of high resolution sprites, static meshes and lots of detailed lighting
3. High res textures (although, the design will likely call for a res only double than what is found in Quake)
3. Many animations per model with many frames and limitless duration
4. Higher poly models, double maybe triple, than the ones found in Quake
6. A more robust particle system
5. MORE AUDIO CHANNELS and high bitrate sound
I realize this list depends on several factors: the engine, QuakeC and the BSP and MDL format.
So before I really roll up my sleeves and get down in it, I need to know I'm getting down into the right engine.
THE GOAL
The goal is to make a game. A good one, a real one. After some very careful deliberating I've decided this can only be a possibility in my life if it will at least pay for itself. Therefore, I have to make this a product, not just an artistic expression. That sucks, but that's the way it is. Ideally, I'd be able to assemble and manage a team of 2-3 others. Due to budget constraints, the work likely be contractual and carefully delegated. Aside from myself, I cannot foresee any other team member being utilized the entire duration of the production cycle (unless they volunteer or don't mind saying "pay me royalties if you ever make any money from this"). If I undertake this project I CANNOT just let it end up being another Quake TC or some big mod, otherwise I'm screwed and in debt forever...
Although I've already said it in so many words, here is my goal in summary:
"To create a fun, engaging, high quality, solid PC title built upon nearly 20 year old tech by very few people with little money in a short span of time that is commercially viable."
That one run-on sentence you just read is what I am trying to make into a reality. I'm eager to find out if I can do it.

P.S. I initially intended to have a working prototype and a fairly meaty GDD before making this post so I would be taken a little more seriously. But, it's pointless to spend 3 months making a prototype on an engine I may not even use.
P.S.S I'm going to stop being a douche and upload v0.9 of my fixed quake maps tomorrow. If I recall correctly, there are about 8 known bugs or oversights left to be addressed. woot. I just need to figure out where they are again...lol...
A little over a month ago I made this post in which I, fueled by ambition and naivete, declared "I AM going to make a game." After some soul searching and research I'd like to change my statement just a bit: I AM going to make a game IF I can find an inexpensive, capable engine AND produce a commercially viable game ($10 on steam anyone?) in under one year with a small team and a budget of $20,000 or less.
That is a giant if, and I need to know the answer.
THE ENGINE
I've been researching various commercially available engines and their various license agreements. I've learned more on UDK and now I really like it, although I think the license is too prohibitive and the engine itself is more than the project calls for, therefore becoming competent in that complex of a working environment is a waste if resources. Unity 4 is the second runner up, $1,500 for a decent engine? Cool. But like Unreal, it's more than I need. There are various other engines that are similar, but not suitable for the project. Lame. Then I read this, straight from the engine god himself:
The code is all licensed under the terms of the GPL (gnu public license). You should read the entire license, but the gist of it is that you can do anything you want with the code, including sell your new version. The catch is that if you distribute new binary versions, you are required to make the entire source code available for free to everyone.
Every single thing about that statement makes me giggle inside. This may seem insensitive to some people, especially coders who pour their blood, sweat and tears into a project, but I am very pro-open source. I'd MUCH rather have my engine open than closed, so that requirement to me is icing (and oh so sweet).
THE ENGINE AND THE RUB
Ok, the techno-eroticism has subsided and my heart rate is going back to normal. Now, let's look at this a little more critically.
I've been mapping and texturing, researching (and preparing for) modeling for quake, and I wrapped my around and played with QuakeC. All these things bring up a lot of questions: Here is the big list:
1. What Quake code, exactly, is protected and what is permitted to be resold?
2. Where the hell is the source for the latest progs.dat?
3. What are the fundamental limits of the BSP and MDL formats? (max faces or vertexes, texture info, texture resolution, max animation frames, etc...)
4. Can MDLs be efficiently used for static meshes? Moreover, the liberal usage of?
5. What are the practical limits of QuakeC? How functionally complex can the code be before the fundamental limitations of QuakeC begins to rear its ugly head?
6. How extensible is GTKRadiant 1.5? How easily can it be modified to be suitable for this particular project?
7. There seems to be several methods of modeling, skinning and importing models for Quake, all of which appear to be very ghetto. These methods seem (but I don't really know) nightmarish to use for a project on this level. Am I wrong?
8. I'd want to use a current, but preferably heavily customized source port. With my heavy budget constraints, how feasible is this?
9. Is there, ANYWHERE, in the deepest darkest crypts of the internet, a Quake1 version of ioquake3 and iodoom3?
After asking myself these questions it occurred to me that maybe I should move up a little. Hrm...id Tech 2 perhaps? ...ooh, id Tech 3 looks like it might just fit the bill perfectly. I'd like to steer clear of id tech 4.
Here's a rule I've imposed on myself that I would like to obey: I want to strip the code down to nothing and add what I need, nothing more, nothing less. I don't want a bloated, catch-all engine, I want something tailor made. This is possible because of the low tech and the relatively low complexity of the project.
Trust me, even just the idea of making a game with the Quake engine feels daunting at times, but its somewhat monolithic nature and relative simplicity make it very accessible. I'm really eye-balling Id Tech 3, but I don't know if it would be too complex to deal with and simply too big to strip down and build back up.
So, in other words, I want a custom Quake engine with these features:
1. Support for large, geometrically complex maps with liberal use of high resolution sprites, static meshes and lots of detailed lighting
3. High res textures (although, the design will likely call for a res only double than what is found in Quake)
3. Many animations per model with many frames and limitless duration
4. Higher poly models, double maybe triple, than the ones found in Quake
6. A more robust particle system
5. MORE AUDIO CHANNELS and high bitrate sound
I realize this list depends on several factors: the engine, QuakeC and the BSP and MDL format.
So before I really roll up my sleeves and get down in it, I need to know I'm getting down into the right engine.
THE GOAL
The goal is to make a game. A good one, a real one. After some very careful deliberating I've decided this can only be a possibility in my life if it will at least pay for itself. Therefore, I have to make this a product, not just an artistic expression. That sucks, but that's the way it is. Ideally, I'd be able to assemble and manage a team of 2-3 others. Due to budget constraints, the work likely be contractual and carefully delegated. Aside from myself, I cannot foresee any other team member being utilized the entire duration of the production cycle (unless they volunteer or don't mind saying "pay me royalties if you ever make any money from this"). If I undertake this project I CANNOT just let it end up being another Quake TC or some big mod, otherwise I'm screwed and in debt forever...
Although I've already said it in so many words, here is my goal in summary:
"To create a fun, engaging, high quality, solid PC title built upon nearly 20 year old tech by very few people with little money in a short span of time that is commercially viable."
That one run-on sentence you just read is what I am trying to make into a reality. I'm eager to find out if I can do it.

P.S. I initially intended to have a working prototype and a fairly meaty GDD before making this post so I would be taken a little more seriously. But, it's pointless to spend 3 months making a prototype on an engine I may not even use.
P.S.S I'm going to stop being a douche and upload v0.9 of my fixed quake maps tomorrow. If I recall correctly, there are about 8 known bugs or oversights left to be addressed. woot. I just need to figure out where they are again...lol...
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