It could, but what would the advantage of OpenMW be over, e.g., Blender's built-in game engine? From what I see, it's really just got movement, collision, and maybe some basic physics. OpenMW is great for organizing a large amount of assets in relation to each other, but going through the process of creating and managing the content through OpenMW seems like wasted effort for something so minimal. Chainsaws are really good at what they do, but they're somewhat complicated to run and maintain. If there's a sapling that needs to be cut down, wouldn't it be simpler and quicker to give it a couple of good whacks with a machete and be done with it?DestinedToDie wrote:I came across this: https://www.youtube.com/watch?time_cont ... j0eIS7fRec
Could be done with OpenMW, why not?
I think OpenMW probably lends itself readily to a Diablo-style dungeon crawler, a Myst-like puzzler, a third-person isometric shooter, or a lot of other things. However, its main purpose (AFAIK) is re-implementation of Morrowind, so anyone wanting to make a similar game would be well-served by an example of a similar game made with the engine and its tools. That isn't to say that it should exactly follow the mold of Morrowind, and I plan to buck several trends as needed and when feasible, but I'm talking about something that fills generally the same role and checks generally the same boxes (open world exploration, character creation/advancement, rudimentary dialogue, quests, magic, basic crafting, etc.). With that said, the assets, setting, and lore I'm gathering and creating for this are all permissively licensed, so adapting them to a different game should be trivial. Without being overly cliché, a wide range of mythic fantasy adventure ideas should be able to fit within this setting and using these assets without the authors having to adapt to bizarre idiosyncrasies or a strict canon.A new IP doesn't have to be generic open world fantasy game carbon copy.
Wilma: It's great to finally meet you! Candace has told me so much about you.It could be a game set inside a school... a romancing game. So here's my idea. You enter a school, but you don't have a girlfriend. The school is filled with different boys and girls. Not everyone is going to be interested. Some appear to be interested at first, but then dive their noses into books so they can concentrate on passing the exams instead of dating you. Some turn out to be sluts. Some turn out to be lesbian. Some boys may turn out to be gay, and thus an option . But simply because you get your first date, it doesn't mean you've hit the home run just yet! That's right, you will also face love rivals.
Franklin: Only good things, I hope.
Wilma: Oh, of course! So you make video games? That's pretty interesting!
Franklin: Yeah! I'm currently working on one called Free Candy.
Wilma: Is that like Candy Crush?
Franklin: No, it's a game where you pretend to flirt with and romance school-age children.
Pretty cool project. They seem to have gone for an east Asian flavor as well, kinda what I was thinking for some parts of Cape Heron -- Leviathan Delta in particular. This may be related to my having just read a book set in 'Nam. I'll have to keep an eye on this.charlieg wrote:There were some assets created for DungeonHack that I think could be interesting for this.
My cheapo laptop runs OpenMW quite smoothly, so I'm sure my more powerful Android phone would handle it like a champ. Minimalism can be great for aesthetic reasons and ease of creation, but I don't see it as necessary for performance in this situation.DestinedToDie wrote:Also I should mention that something like that jumping game would be able to run on Android and Raspberrypi2. Those cubes are 12 triangles at most. 2 or 4, 6, 8, 10, 12 if done smart. There is no land in that game, further reducing triangle count. Such a game is very resource-light.
Since there is no player model, all you need is a walking animation (used for running too). And basically the skeleton I made for OpenMW-Template is more than you need.