by Baker » Mon Dec 13, 2010 1:45 pm
This is a list of things I think matter to modern "Quake" engines. Quake engines don't seek to be Quake 3, they don't seek to be the CryEngine engine and they don't seek to be on the bleeding edge.
They need enough features for a mapper to tell a good story, for a user to enjoyable play without seeking outside setup assistance and to provide the mapper/modder reasonable limits to allow this to succeed.
Here is my list:
1. HUD markup language a la Frag Machine's concept. CSQC requires near-engine coder levels of expertise; proper modding tools should allow trivial access to such things.
2. Intermap travel, via the specification by Spike. No custom QuakeC required. Map travel should not be mandated as linear.
3. Camera control a la Frag Machine's contribution in addition to either MH or R00k's camera fix (each with their own merit's ... MH's is comprehensive at the expense of being speedy, R00k's is speedy at the expense of being comprehensive).
4. On-screen diagnostics. The first thing that F1 should bring up in Quake is similar to what About:Help brings up in competent Windows applications ..... Operating system, version, video card, current video mode, memory and utilization, major settings, gamedir, path.
5. Achievements system. Is this important? Yes it is. This definition is intentionally vague, but the implications are significant.
6. Vwep for stock model formats, in this case certainly at least q1model (regardless of implementation method, like Error's work). This flexibility in design is imperative.
7. File access via QuakeC. Specifically: FrikFile.
8. Magic ear. The DarkPlaces extension that allows triggers based on the spoke chatword. Opens the door for non-linear plots and immersive environments.
9. Rotating brush model support.
10. Dynamic splash screen and console support. One example: some of the Nehe demos offer examples of effects that various engine should be able to easily support upon launch and during console display. ezQuake to some degree is an illustration of such.
11. User Accounts. Primarily for the purpose of whitelisting, but also for the purpose of stats. Current administration controls are not enough.
12. Friends lists. Especially when combined with #5. Compete against your buds.
13. Error reporting of the client. In the age of libcurl, there is little reason to not collect feedback.
12. Clipboard support. Even on Linux if internally. Windows and OS X have a clipboard. Even if Linux doesn't, it should still internally support an internal engine clipboard reservoir that can be text exported.
13. Client and server entity browser.
14. Full video mode switching.
15. ROQ format style cut-scenes.
16. 8-bit Software only: the ability to convert 24-bit/32-bit TGA on the fly to the current palette for display.
17. Built-in Quaddicted style mod launcher. It shouldn't be separate.
18. Extra hull support. I won't define this. But an enhanced q1 BSP format is approaching a "must-have".
19. Enhanced particle support. Won't completely bother to define this completely. Sprite 32 comes across as a minimum. Maybe some version of effectsinfo.txt
20. Intermission transition screen control. Won't define this either.
21. Document viewer. Seriously. I mean textfile scroll window with scrollbar, not something more complicated.
22. Prediction.
The night is young. How else can I annoy the world before sunsrise?

Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..