I agree some of the things discussed in the post, but
basically, If you plan to develop a game in order to publish it, there are a lot of things that nowadays,
Blitz cannot offer you without a lot of pain and suffer.
I think Blitz is the best game-language developed ever, (I've purchased GameStudio, Torque, Darkbasic and some other), its powerful and simple with a lot of expansion potential, but
go deep with stuff like SHADOWS, BUMP & NORMAL MAPPING, WATER and SHADER effects is absolutely painful.
Ok, sure someone could say that all I've mentioned is possible, or, at least, almost possible.... some tricky
thing here, another one there and... TACHAN! you have
something that seems HDR illum, or a decent water...
but it is not enough if you are thinking in show your
game to a publisher... and I'm not talking about a great publisher, just a small publisher that wants a -updated-
game technology.
I'm developing a FPS since six or seven months ago, and
working with Blitz since its first version.
The game has shadows (thanks Swift), blur, boned animation, "normal mapping", very basic physics (Tokamak), lightmaps (Gile) and basically all the stuff that someone
could expect, developed / implement all of those things has been very very painful, and even with that it's not enough in terms of:
a) facility to develop, logistic, required tools, trials, etc...
b) results, are very good, but are not cutting-edge tech
I agree with Ian, t3K|Mac and the rest of people that say
DX9 could be a great advance for Blitz. Absoultely.
regards,
basically, If you plan to develop a game in order to publish it, there are a lot of things that nowadays,
Blitz cannot offer you without a lot of pain and suffer.
I think Blitz is the best game-language developed ever, (I've purchased GameStudio, Torque, Darkbasic and some other), its powerful and simple with a lot of expansion potential, but
go deep with stuff like SHADOWS, BUMP & NORMAL MAPPING, WATER and SHADER effects is absolutely painful.
Ok, sure someone could say that all I've mentioned is possible, or, at least, almost possible.... some tricky
thing here, another one there and... TACHAN! you have
something that seems HDR illum, or a decent water...
but it is not enough if you are thinking in show your
game to a publisher... and I'm not talking about a great publisher, just a small publisher that wants a -updated-
game technology.
I'm developing a FPS since six or seven months ago, and
working with Blitz since its first version.
The game has shadows (thanks Swift), blur, boned animation, "normal mapping", very basic physics (Tokamak), lightmaps (Gile) and basically all the stuff that someone
could expect, developed / implement all of those things has been very very painful, and even with that it's not enough in terms of:
a) facility to develop, logistic, required tools, trials, etc...
b) results, are very good, but are not cutting-edge tech
I agree with Ian, t3K|Mac and the rest of people that say
DX9 could be a great advance for Blitz. Absoultely.
regards,