OpenMW Roadmap Update

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Atahualpa
Posts: 1174
Joined: 09 Feb 2016, 20:03

OpenMW Roadmap Update

Post by Atahualpa »

OpenMW has been in development for well over a decade now, and it has become a viable way to play Morrowind on almost every platform imaginable.

As a consequence, we have discussed possible future main goals for our engine but quickly realised that the current scope greatly limits both the engine's potential and our developers' creativity.

With the first iteration of Lua scripting support merged, we finally had our eureka moment: why not completely shift the focus of development to yet another class of games? This was a month ago, and today we - the former OpenMW team - are proud to announce the rebranding of our project to become a general-purpose engine for isometric RPGs the likes of Baldur's Gate or Neverwinter Nights. OpenMW is no more, long live OpenNeverMind!

We have just released version 0.13.37 of our heavily altered engine. Grab it from here - but be aware that this version is still WIP and any savegames made using it won't be compatible with 0.47.0 (you can, however, use 0.47.0 savegames with this version). For now, the movement controls are as follows:
  • [LMB] --- move to clicked ground or interact with clicked object
  • [MMB] --- scroll to change camera zoom
  • [W, S] --- control camera pitch
  • [A, D] --- control camera yaw
  • [TAB] --- enable/disable camera collision (key binding is equal to <Toggle POV> in the settings menu)
Please also note that OpenNeverMind 0.13.37 still has built-in Morrowind support. This will be removed in future stable releases to avoid any copyright issues.

Check out our official announcement video by the always reliable Atahualpa and the forever faithful Johnnyhostile to see our improved defaults in action.

Thank you for your support and see you again for the next blog post which is going to detail our short-term and long-term plans for OpenNeverMind!
claudekennilol
Posts: 84
Joined: 01 Aug 2012, 20:48

Re: OpenMW Roadmap Update

Post by claudekennilol »

Ok I know this is an April Fool's joke (still a bit disappointed to see the first update posted in literal months be a joke but that's a different story), but honestly that video didn't look bad at all. There could actually be something to having a top-down isometric view.
mikeprichard
Posts: 97
Joined: 16 Dec 2018, 19:42

Re: OpenMW Roadmap Update

Post by mikeprichard »

claudekennilol wrote: 01 Apr 2022, 14:47 Ok I know this is an April Fool's joke (still a bit disappointed to see the first update posted in literal months be a joke but that's a different story), but honestly that video didn't look bad at all. There could actually be something to having a top-down isometric view.
Agree - funny, but hope a "non-foolish" update is also on the way soon. ;)
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Amenophis
Posts: 316
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

Re: OpenMW Roadmap Update

Post by Amenophis »

OpenBaldurs when???
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?
sg1efc
Posts: 83
Joined: 16 Nov 2012, 02:35

Re: OpenMW Roadmap Update

Post by sg1efc »

Don't forget to add support for the NES & SNES, Atari Pong, Atari 2600, Atari 5200, Intellivision, Sega Genesis, TurboGrafx, Coleco's Telstar, ColecoVision, Magnavox Odyssey, APF TV Fun, Neo-Geo and Commodore TV games please! :lol:
sgtwisky
Posts: 18
Joined: 02 Aug 2017, 03:14

Re: OpenMW Roadmap Update

Post by sgtwisky »

Great to see the team taking such a bold stance on the direction of the engine. I am looking forward to seeing where this project goes from here.

I am wondering though. Any chance we could get support for Isometric 2D sprites? I think adding this feature could allow a tremendous amount of creative freedom, as well as adding the ability to get the "Classic" JRPG look. Thoughts?


:lol:
lambda
Posts: 67
Joined: 11 Sep 2016, 17:10

Re: OpenMW Roadmap Update

Post by lambda »

I have to say I am sorely disappointed by this announcement. It was my understanding that the likes of Baldur's Gate was not sufficiently classical and that the engine was veering to support even-more-fully-completely-classical games like Mine Sweeper. I am so definitely going to fork the project.
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silentthief
Posts: 454
Joined: 18 Apr 2013, 01:20
Location: Currently traversing the Ascadian Isles

Re: OpenMW Roadmap Update

Post by silentthief »

Not wanting to add feature creep, but has anyone considered the concept of OpenPong?

ST
Lurking a lot lately

100% not a dev, but I know a little about Linux, MW, and scripting. I try to help. LMK if you have any questions.

Current MW quote: "I don't recall using teleportation. Yet there I was. Alone. Naked."
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AnyOldName3
Posts: 2342
Joined: 26 Nov 2015, 03:25

Re: OpenMW Roadmap Update

Post by AnyOldName3 »

A lot of the original Pong was implemented in hardware rather than software, so we'd have to move the project from C++ to Verilog.
AnyOldName3, Master of Shadows
RegulusV
Posts: 2
Joined: 05 Nov 2019, 08:15

Re: OpenMW Roadmap Update

Post by RegulusV »

I actually really want this. I found my account info just to post how badly I want support for features like this after initial release xD
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