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OpenMW becomes a general-purpose engine for isometric RPGs

openmw.org

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Re: OpenMW becomes a general-purpose engine for isometric RPGs

#35

It's a joke, but I sometimes honestly wonder why no one has made a game based on OpenMW. Then I remember that making a game engine is no longer the bottleneck, as Unity and Unreal are essentially free.

The bottleneck is content, especially RPGs require a lot: Art, models, sounds, music, dialogs, story, gui, level design, etc. And everything in a consistent style otherwise it looks too cheap.

Multiplayer games require little content relative to play time. Single player do though and thus there are only very few open source ones.

Re: OpenMW becomes a general-purpose engine for isometric RPGs

#36

It's a joke, but I sometimes honestly wonder why no one has made a game based on OpenMW. Then I remember that making a game engine is no longer the bottleneck, as Unity and Unreal are essentially free.

I wonder why people haven’t made a stand-alone game using the creation kit. I assume it’s not allowed in the ToS. But aside from that there would be nothing stopping you from creating a game from scratch with your own data files, right?

Re: OpenMW becomes a general-purpose engine for isometric RPGs

#37
post #36

It's a joke, but I sometimes honestly wonder why no one has made a game based on OpenMW. Then I remember that making a game engine is no longer the bottleneck, as Unity and Unreal are essentially free.

I wonder why people haven’t made a stand-alone game using the creation kit. I assume it’s not allowed in the ToS. But aside from that there would be nothing stopping you from creating a game from scratch with your own data files, right?

Check out The Forgotten City. The original version was a Skyrim mod, but was remade as a commercial game in Unreal Engine. The author prototyped with multiple engines and found Unreal was the most productive for them.

Re: OpenMW becomes a general-purpose engine for isometric RPGs

#38

It's a joke, but I sometimes honestly wonder why no one has made a game based on OpenMW. Then I remember that making a game engine is no longer the bottleneck, as Unity and Unreal are essentially free.

I was building towards it a while ago. [0] There were a few stability regressions in the editor that made it too painful to continue.

I found that even with the simple set of features I was really pushing some of the limits of the scripting system, (there's a reason I referred to the forge as "the bane of my existence"), and some of the things I really wanted to do like generating new items from scratch weren't entirely possible.

But as an engine, OpenMW is actually one of the nicer experiences I've had.

(Note on building towards - Items and other objects were slowly being replaced, with the intention to eventually be able to start from scratch, but sourcing art was the hardest part, so starting with a total transformation seemed wisest.)

[0] https://morromod.netlify.app/frontier/

Re: OpenMW becomes a general-purpose engine for isometric RPGs

#39
post #34

When I hear "isometric", I think "not perspective", which is a style I like a lot. For example, google image "isometric city". However, looking at the video on the OpenMW site, it does look perspective.

Yes it is perspective. Not isometric.

I think they just meant top down 3rd person.

Re: OpenMW becomes a general-purpose engine for isometric RPGs

#40

Earlier quoted context omitted.

The leet version number suggests it.

"It should be ready in time for Baldurs Gate 42nd anniversary" So 2040.

Thanks - not being familiar with OpenMW, but being very close from the Baldur's Gate license, this whole video and that final reference were all very confusing to me.
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