WAIT, DON'T PANIC (or celebrate) just yet. BEW isn't going away.
I'm working on a proof of concept for converting from a pre-rendered engine and format to a real-time rendering engine and format. Specifically, making the game in the Unreal game engine. Why? Well, here's the pro/con list I've developed.
PRO
- Real-time rendering means that any character tweaks are instantly reflected throughout the entire game.
- Current game text is fast and simple to import into the engine. Each scene such as the Wednesday Bar scene, takes about 2 minutes to fully import.
- Consistent graphics and artwork throughout the game. No jarring technology or generational changes mid-game.
- Better, smoother animated frames.
- Potential for added features over time. Maybe at some point in the future, play in VR? It's possible
- From early signs, much faster production time.
- Better game-play functionality (Major path autosave; Scene specific save/load sorting; Achievement guides; replay your playthrough as a movie, etc...)
- New models for EVERY character would be required. (Same story)
- Game download size would significantly increase
- Essentially remake the entire game (Not as bad/slow as it sounds)
- Have to completely rebuild the gamecore in C++/Blueprint.
Recently though, I remembered that I'm making the game for myself, so I've started this proof of concept where I'm going to fully rebuild the short D1 office scene (and all the related infrastructure to create it) and see how it turns out. Here's a screenshot of the current prototype.
What's not there:
- Most of the furniture is not imported yet.
- No clothes or hair yet (obviously) but those are relatively easy, I'm just keeping it as simple as possible at the moment.
- Hotspots not yet implemented so I've temporarily moved those to buttons.
- Formatting and styling of the UI is not there.
- The text for the full scene is present and you can play it through the full scene. That part took about 10 minutes. (text only, no camera moves or pose changes yet)
- Beyond that, what you see is what is there.