Hi all, I'm sure some of you have heard about SCOURGE, if not: it's a 3D psychological thriller using a modified Quake 2 engine for the Sega Dreamcast, being developed by Isotope/TDGMods. We've been developing it for two+ years and it's getting close to a playable alpha of sort. While we've been enjoying designing it, the DC port work is starting to backup a little, so I'm asking for help throughout the DC community. In case you haven't heard of us, we previously (and just restarted) development on Hypertension, which was nearly completed and ported in 2010 before legal problems caught up to us. After we pitched it to a publisher, they agreed on the promise we design a fresh game - thus, Scourge was born. When the project started, we had a few programmers on the PC-side of the engine, and two well known programmers on the DC-side of the engine. Numerous setbacks and hard work later, it was decided by the original designer of the parent engine that it would be hard cramming it onto the system (which explains our difficulties with OpenGL, for instance). We've recently found solutions to use the pre-1.1 GL layer backend that Quake 3 Arena provides (unused, but we are certain it came from the Dreamcast port nonetheless) so we're at the port again. Now that we've solved the major issues, we're back at square one since the two DC programmers left (one didn't leave per se, he's just extremely busy with his own stuff). We have made progress with KallistOS and KGL, but as I said previously, the OGL combined with RAM prealloc concerns (16+ for model backend, which we have solved as well) were in our way. Unfortunately, we cannot continue Scourge's development without knowing if the DC port will be completed. I wish we could use something cleaner than KOS, but it is what it is. I'm posting this as a long shot, but if there's any experienced Dreamcast programmers that can pick up and finish the work that was made on our Q2 port, we'll be willing to pay cold cash for it. After a grueling development cycle, things are looking good for the /game side, but the engine needs to be finalized before the game can continue. We have released numerous screenshots on our Facebook page, detailing the development. If you're interested in just poking around, we have a private SVN server where we host everything. Thanks guys, and please spread the word - I don't want Scourge to end up like a lot of Dreamcast games before it. We are a very dedicated team that's put a lot of hard work into both of our games, and we don't want it wasted. We've also considered starting fresh with Vanilla Q2, but it's filled with ugly hacks and terrible model support, and DCQ2 fares even worse. We can't port our work to Quake 1 either because they are entirely different engines. Oh, also - I'm new here, I've lurked for awhile and it's terrible that I FINALLY registered to make a Help post.. but it needed to be done Thanks everyone. If you're interested, please let me know or send a PM if you'd like to know more details.
If you need help with Dreamcast programming, I'm available. I've been working on my own 3D Dreamcast game (a platformer), so I'm well acquainted with the Dreamcast's hardware. What kinds of problems is the Dreamcast port having at the moment? Too slow? Unstable? Just not running yet?
Hey there, I replied via PM about the more technical issues we're facing with it. On a semi-related note, we're getting ready to release the first version of DreamEDGE (the Dreamcast port of hyper3DGE) so everyone can mess with it. It's not as current as the version Hypertension is using (which we will be releasing when the game goes Gold), but it should let everyone play around with it. I, as usual, will provide technical support on that port.