Please forgive the length of this post; it seems that I had a lot to respond to :P
Matwek, on 19 December 2014 - 07:28 AM, said:
Is the plan to make a fully functioning, fully completed game, or is it more aimed at giving people the chance to learn a new game engine whilst making a small side project as they progress?
The core project is geared toward eventually producing a complete game. It might be possible for a few people to get in some incidental training and support on the side, but the core team(s) producing the finished game(s) will be highly prioritized
Matwek, on 19 December 2014 - 07:28 AM, said:
I assume, whilst serious, the project is aimed at people looking to do it as a hobby?
My hope is that I can find people willing to take on this project relatively full-time. As stated in the blog, my absolute cutoff for full direct involvement is the end of March due to another commitment, so I need people who are willing to produce serious content and learn to be almost totally self-sufficient with HCGE within that time period so that I can get as much usage information as possible and so that the project can continue while my highest priority lies somewhere else. Since I'm looking to find people who want to work at it that hard within that period of time, I'm hoping that these same people will have the same dedication to the project in April and beyond. I know that there will inevitably be at least a few who would be sorely disappointed for productivity to drop sharply at that point, so I want to see it keep a steady pace both because a finished game will greatly benefit both myself and HCGE, and also because the people putting in that much initial effort will deserve to have that to show for themselves
Matwek, on 19 December 2014 - 07:28 AM, said:
Are there plans to make a commercial project out of the game if things progress well (obviously not if you go the fan game route)?
That's something I want to seriously look into if we end up with at least one non-fan project. We'll have to see what gains the most interest, which is why I ask everyone to mention what exactly they want to work on. It
may be possible to do a Sonic game and one original game concurrently if the project gets the right kind of support, but I'm not sure if I could make any greater of a split. If there's enough of an interest in an original game and we can form a team that will agree on its nature, we'll discuss going commercial
Matwek, on 19 December 2014 - 07:28 AM, said:
You also mentioned that your commitment to the project will significantly decress come March. Do you still intend to remain as project lead after that time, just with reduced involvement?
That's pretty much the idea. I'll try to help guide things along and do what I can when it's possible, but April is the projected start date for another project I'm committed to, and I'll be expected to place increasing focus on it. As the team forms, we'll talk more about long-term leadership and possible chain-of-command
On a related note, I do want to work with the team to determine how best to progress the project, so that we can hopefully end up with something that we're all happy with
Felik, on 19 December 2014 - 11:10 AM, said:
You should totally ask administration to turn this into a Sonic Retro community project. I believe with a worthy and dedicated leader like you it could be done.
Thanks for the vote of confidence! I've decided, though, that the goal of this project is best suited as a Headcannon project. Retro members are still welcome to apply, of course. Also, I can still supply support if anyone chooses to begin a Retro Community Project using HCGE :P
Felik, on 19 December 2014 - 11:10 AM, said:
Damn where have you been in the beginning of the year when I was only going to start a fangame. I'd have joined you in a heartbeat.
I was finishing post-release fixes for Sonic 2 and gearing up to pitch Sonic 3 :P
Ritz, on 19 December 2014 - 07:40 PM, said:
Potential environment artist here. I don't want to commit to anything until I see what shape the project takes since I might have other jobs lined up, but it's not going anywhere unless people register interest here (Matwek was like the #1 dude I wanted to work with though so it's already working)
This is fine, since I did mention that we probably won't start anything serious until mid-January, though if things pick up sooner than expected, that could potentially change. For anyone else in the same situation, please register your interest, as other potentials might be waiting for you
Also on the subject of scheduling, I am open to beginning training as soon as possible. Anyone who wants to get a head-start should contact me at your earliest convenience
Finally, if you're unsure if this is something that you can or want to do, don't be afraid to ask questions here, by private message, email, the
Headcannon forum, or the
Headcannon IRC channel. I will be happy to acquaint you with HCGE well enough for you to determine whether or not you want to commit to this
Green Snake, on 19 December 2014 - 08:04 PM, said:
well I could be interested in programming, since more often than not I am not motivated to do much with other projects I have, but then again I am afraid I wont have full motivation for this either, as of lately I've had bunch of personal issues in my hands. Also I am not entirely sure as of how this works, from what I saw in your videos it is much of work for something that could be done easier, but I may consider writing a few tools to make it simpler to edit, and the scripting language seems to not be so great, especially since I've used to fanciness of IDEs as of late with some projects, but I can do my best at least if my life situation wont go much worse from now.
The editing interface had always, until now, been low-priority because more importance was placed on the performance and functionality of the engine- it only really mattered if it could be used at all. Had I placed stronger emphasis on the editing interface, HCGE wouldn't be as optimized and versatile as it currently is
That said, I have already been overhauling the editors lately, as was shown in the one image on the blog post:
For clarity, each of those windows is separate and opened simultaneously, as well as the level editor having been resized (which is now possible). There are also several features there that can't be shown in screen-shots, and as for some of the layout, the current priority is getting this style of interface functional at all, and continuing with the Level Editor enhancements. The other editors will be given makeovers at some point afterward
This is not currently ready for general public use, but it is probably what will be available to members of the team(s)
Also, I have a partially-implemented context-highlighting script editor with some other fancy features planned, though it's not complete and I am making absolutely no promises as to its availability to this project - it could still end up not materializing until later:
By the time my vision of the editing interface(s) is fully realized, the one existing instructional video will be entirely obsolete. It only serves to instruct users on how to handle
that version, not as a fixed definition of how HCGE will always work
HCGE is still in development and in spite of my other obligations, still constantly evolving. That's one of the major reasons for this project to exist - It needs users to help spur further progress