MirceaKitsune
Member
Now I heard on IRC that this sort of thing has been discussed in the past, so hopefully the thread won't make everyone go "uhhh, not this again". I especially wanted to make it since I've been taking a better look at srb2 during the last days, and at the same time playing with various game engines, making the thought recurrent.
The reason why I haven't tried srb2 more frequently is that while I really love part of it, I kind of hate another part. The part I love is everything you see from the perspective of a player: The visuals, sounds, music, gameplay, levels, characters, etc. But I hate what you see from the perspective of a developer: An extremely outdated engine struggling to keep basic functionality updated (such as the renderer) while stuck with a 2.5D map format which doesn't even let you customize the full 3D environment. Whenever I play srb2, I continuously tell myself "this game could be so much more, if only it could be ported to any kind of modern engine".
Before people yell at me: I'm aware of why this hasn't happened yet! First of all, it's not an easy task to port any game to another engine, which is something I see many projects trying but barely any succeeding so far. The second reason is that most of the existing content wouldn't be compatible with the new engine... especially the maps, which need to be converted from the weird 2D schematics used by Doom into real 3D geometry.
The kind of port I'm thinking of isn't a complete replacement! Rather a successor which could be maintained in parallel to the current srb2, while part of the same community. The project would have to rise from the ground up, by picking an engine then slowly adding bits and pieces of functionality until it gets to the same level of completion. I'd see it reusing all assets from the existing game (textures, sprites, sounds, music, gameplay) while only rewriting the gamecode, whereas the maps would either be converted with a tool or rewritten manually. The end result would probably look very similar, just that a lot of mods currently not possible would be doable (eg: properly animated skeletal player models).
I believe the task to be possible... mainly since I've seen more complicated projects with smaller communities take out such challenges, in cases where they don't even need it as badly. The FPS games Xonotic and Red Eclipse are good examples: Both are planning to move to a new engine (Darkplaces to Daemon, Cube 2 to Tesseract). Although they're staying in the same engine family and hope to keep some of the existing code, they have a lot of mechanics to worry about in comparison. srb2 doesn't have complex attacks (enemies deal damage when you touch them and shoot projectiles that travel in a straight line), no advanced AI (they just roam around or walk toward you), while the health system just tracks a number of rings that drop when you take damage.
Frankly, I've considered attempting such a port by myself. Problem is that every popular FOSS engine wants you to code your logics in C++, and I only have knowledge and energy for projects I can at least write entirely in a scripting language. If someone else takes the initiative, I might help, although I couldn't promise without knowing. I'm curious what others think for now: Does anyone else want to see a srb3 implemented in a good engine, and hasn't anyone attempted it so far?
The reason why I haven't tried srb2 more frequently is that while I really love part of it, I kind of hate another part. The part I love is everything you see from the perspective of a player: The visuals, sounds, music, gameplay, levels, characters, etc. But I hate what you see from the perspective of a developer: An extremely outdated engine struggling to keep basic functionality updated (such as the renderer) while stuck with a 2.5D map format which doesn't even let you customize the full 3D environment. Whenever I play srb2, I continuously tell myself "this game could be so much more, if only it could be ported to any kind of modern engine".
Before people yell at me: I'm aware of why this hasn't happened yet! First of all, it's not an easy task to port any game to another engine, which is something I see many projects trying but barely any succeeding so far. The second reason is that most of the existing content wouldn't be compatible with the new engine... especially the maps, which need to be converted from the weird 2D schematics used by Doom into real 3D geometry.
The kind of port I'm thinking of isn't a complete replacement! Rather a successor which could be maintained in parallel to the current srb2, while part of the same community. The project would have to rise from the ground up, by picking an engine then slowly adding bits and pieces of functionality until it gets to the same level of completion. I'd see it reusing all assets from the existing game (textures, sprites, sounds, music, gameplay) while only rewriting the gamecode, whereas the maps would either be converted with a tool or rewritten manually. The end result would probably look very similar, just that a lot of mods currently not possible would be doable (eg: properly animated skeletal player models).
I believe the task to be possible... mainly since I've seen more complicated projects with smaller communities take out such challenges, in cases where they don't even need it as badly. The FPS games Xonotic and Red Eclipse are good examples: Both are planning to move to a new engine (Darkplaces to Daemon, Cube 2 to Tesseract). Although they're staying in the same engine family and hope to keep some of the existing code, they have a lot of mechanics to worry about in comparison. srb2 doesn't have complex attacks (enemies deal damage when you touch them and shoot projectiles that travel in a straight line), no advanced AI (they just roam around or walk toward you), while the health system just tracks a number of rings that drop when you take damage.
Frankly, I've considered attempting such a port by myself. Problem is that every popular FOSS engine wants you to code your logics in C++, and I only have knowledge and energy for projects I can at least write entirely in a scripting language. If someone else takes the initiative, I might help, although I couldn't promise without knowing. I'm curious what others think for now: Does anyone else want to see a srb3 implemented in a good engine, and hasn't anyone attempted it so far?