sympatyk wrote: ↑2024-12-05 10:20, Thursday
Luis, if you are already reminiscing about the old days - please - tell me --> How did it happen that you started making a new game engine, an alternative to PG2?
Wow, this is long story, starting after summer 2008.
Those days the PG2 community wanted more and more features and a better AI and only a great programmer was able to edit the executable to bring new options and improvements: he was 008. But that way was very difficult to do and very limited, demanding a huge effort for each improvement. Some guys even tried to buy the source code but that turn as impossible.
Then after summer 2008 another programmer named Tor posted that he could start coding a new PG2 if I was taking over the interface.
I am not sure why I accept the challenge yet.
Tor started thinking on the AI and a kind of task force was created to discuss a first spec for the new development.
Adler, Programmer, Steve, PzManiac and some more, all veteran designers, joined the team and the OpenPg2 project started.
From the early beginning Tor got too busy with real life and could only develop ideas but no code at all and a bit later he gave up, leaving me alone.
I had developed most of the interface and even a very basic engine, what I needed to show the interface, but the community was so happy with the idea of a new PG2 breaking the limits, that pushed me to go on developing the rest.
The main problem at that time was to understand the combat formula which was essential to keep compatible the existing stuff made along many years. Many people joined to test, trying to figure how PG2 was doing the combat but we only got a rough formula. Then, Rudankort showed up offering his collaboration, as he was developing a new PG1 (the existing PG Forever) and had successfully decoded PG1 combat formula. He worked out most of the formula decoding PG2 exe. That was a turning point in the OG project. Later on we got to work out the full combat formula.
Many people has collaborate and helped with the different aspects of the project, and without all that help, OG will not ever had been born.
I do not hesitate to tell whenever I have the opportunity.