Getting pretty efficient at making small assets in Blender.
It strikes me how good a game using FTE / Darkplaces can look – sure, it won’t best pixel monsters like Crysis 3 anytime soon, but this used to be a Quake engine we’re looking at. Let that sink in for a moment.
And I didn’t even use the realtime shadows yet.
Unlike some more modern offerings, these engines won’t make a turd look awesome. They’re bare-metal and brutally honest; they require you to, simply speaking, get your shit together and adapt and improve constantly. However, they also offer quite some untapped potential that lets you do things that are locked down or hard to implement in other, commercial engines that you can get “for free”.
I kinda prefer it like this.
As for The Plan ™, it says that I want the herdbase level and the first of the medieval levels in an acceptable shape before I commit to a coding block again. I’m doing a lot of the more tedious and time consuming things now to get them out of the way (modeling furniture is actually not that much fun.)
The next milestone is to have a presentable prototype (likely a video presentation) including fundamental gameplay mechanics, basic character models, viewmodels, GUI, looting and loot management, equipping items and maybe NPC dialogue sometime in Spring. I won’t quite make the end-of-the-year milestone, but I’m not that far behind.