Thanks for the defense guys, but he is not completely wrong. I do hope I know what I am doing though
My main problem is actually a lack of time (and attention deficit
). One of the main points about this project is however that ya3dag is already a pretty mature game "draft" (note: not only a game engine). For the coop-game everything is already there, you can play it NOW if you want and it has all the tools needed to create more content easily.
The problem with it is the totally out-dated art, some engine inefficiencies and a severe lack of overall polish (+ lack of Linux port
), but at least for the COOP/SP game Robert is totally willing to program the few things that are left for it to become a truly enjoyable game if we are able to cover the art part. Additional help in the coding part is of course appreciated.
The other game modes are obviously more difficult, but if there is a proper game-type scripting (which again Robert actually wants to implement anyways) I can program that myself also (can't wrap my head around C code sadly, or at least I don't have the patience to learn it). But I am also not really worried about those longer term ideas which will probably never be realized anyways.
tl,dr: download and try ya3dag and you will see that this project isn't just an "idea"; Robert has worked on it for several years already.
Edit: for those wondering: Robert told me that as a German he isn't very fluid in English and that is why I am sort of representing him here (besides him being a busy guy with a family also).
Edit2: for those too lazy or on Linux only:
http://www.ya3dag.de/page_screenshots.html scroll down for some videos; they are partially pretty outdated, but none of the features shown were removed
The ingame level editor (or lets better say terrain and scene editor as full indoor/underground levels are still made the regular Quake2/3 way with the level editor Radiant) is especially neat.