Hey guys, it's been a while. I know this project (which did internally get renamed "Raiders Unlimited") is just another name on the pile of dead LRR remake attempts, but I just wanted to leave you with a bit more info than my last post. I had big plans for RU, every attribute was loaded from XML. The whole engine was written to both run on legacy hardware of the time (literally Pentium III, 128MB RAM, OpenGL 1.2), and be totally modable. It also had cooperative multiplayer in mind from the beginning. But it just wasn't realistic for me at the time.
I've always had a knack for programming, but never a career in it. I've made some tiny games in the past and wanted RU to be my big break into C++ and a larger scale project. Sparky caught on and we got pretty far, and I really learned a lot. One of the things I learned is that I have no experience with game design paradigms. Thus, every time I implemented some fundamental code, I would find out later that I did it totally wrong. Sparky had to leave for many reasons and is now married (congrats!), and I've been working full time on my own. I keep coming back to the code for RU, but every time I just hit the wall of of not knowing the best step forward for the next function.
Ideally, I would love to have an experienced game development engineer just there to bounce questions off of every day, but that's too much to ask of any reasonable person. Instead, I finally have come up with two smaller projects that I can work on to get more experience before returning to something as large as RU. These would be perfect for learning more of the fundamentals that I lack, but without the long-term penalties of getting it wrong. Before I can work on those, I have another large non-programming project/hobby that will occupy another year or so. Barring any more surprising life developments, I may return to RU sometime in the next 5 years.
- Tim