Breakin'Benny wrote:Wow, interesting find! Also, where were you for two years? OpenC1 sure hasn't gotten any development since January, we considered it "discontinued on Carmageddon Wiki.
Apart from getting married, moving from New Zealand to San Francisco and having a daughter you mean? :)
The legal troubles are behind us, since the good folks here at Stainless own the rights to Carma and not Square Enix anymore. But there are a couple of reasons I'm not actively working on OpenC1:
- I implemented (to varying degrees of successfulness) almost all the major engine features, so I feel like I've learned as much from the project as I'm going to already
- Part of why Carma1 has been so enduring is its physics, and the PhysX-powered physics in OpenC1 (although I spent countless hours on it), will never be exactly the same
- The Stainless port of Carma1 to IOS means anyone can play the original game anyway. Although I have a feeling it is the old models and textures on an updated engine, as the physics aren't the same as the original game either...!
- XNA (the framework it was built on) has been retired by Microsoft, so it needs to be ported to Monogame at least.
- Back when I first started, multi-platform wasn't a thing people were really considering, so its a windows-only game. These days I'd make sure it runs on at least OSX and Windows, and would probably have just written it in c++ for portability.
The code is up on github though for anyone interested in tackling it:
https://github.com/jeff-1amstudios/OpenC1/