I understand that the next release takes longer than expected.
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Because we are building a physics,animation,graphics,ai,scripting,modeling engine (in other words a 'game engine')
from scratch and also a game in it, this is a lot of work.
Current lines of code (c++): 15 million
Current poly count: 50 million-----
Most games use an existing game engine, but because game engines focus mostly on shooters they our not suited for our needs.
Collision with the body of the characters in a detailed way is not needed for shooters / adventure based games.
A high end game engine like Unreal 4 might be suitable (I am not sure if they have [(soft)skin - fluid] collision, [(soft)skin - (soft) object] collision).
But those engines are very expensive (> 400.000 $) and then there is also a large chance they will not have the required features.
Unity is getting more stable and having good graphics now. But again they do not (yet) have the features we want.
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Because we also want
modding later on to be possible, the scripts and setup also has to be clean and relatively easy to use.
On one hand we want a lot of
new features in it, on the other hand we have to
finish those features as well.
So one could say we have taken on to much new features, but once they are in there they will also make the game a lot better.
So its a difficult balance between new features and being realistic in making them.
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The first 8 months after release of version 2.1 we only included/investigated new features.
We now of course have stopped adding new features and are
concentrating fully on finishing the next release.
I am not looking to make excuses because we are working very hard and that is all we can do.
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So I hoped things would go faster as well. (Releasing the game later also means less sales for us until it is released).
But that being said
we will not fail and the next version will be released.
Games either succeed (meaning they are released) or fail (meaning they are not released).
