@stimuli, on Oct 9 2007, 12:12 AM, said in Lets just say...:
Can anyone tell me why 'porting' or even re-writing from scratch is so daunting?
The problem is, there's just enough parts to write and just enough problems to solve that it's beyond a simple project. It's not a complex project, but not simple. Even more problematic is the number of "easy" improvements that tempt the game design
Take my logic whenever I consider rewritting the game:
Graphics: Easy. The most cheaply coded OpenGL would still fly -- so why not add lighting effects...and maybe textures to make the game widely viable...but adding textures means there's a lot more content to create...specular effects would be easy and nice as well...
Physics: ODE could easily do the physics, and I'd have a lot of fun making the walker walk by applying torque to the joints instead of just statically animating them. But if you have good physics, why not optimize the collision detection and the like to allow for massive battles and lots of moving objects?
Sound: OpenAL would be easiest, but there's ways to get better results...Core Audio's not that hard to learn -- then you could add beautiful attenuation effects and the like with filters and reverbs.
Network: No idea where to begin. Using Avara's original network model is unacceptable, and any model with lag makes physics programming a bit more complicated. You have to write a server and a tracker, too.
Game Code: Mostly straightforward, but you want to make it a little sweeter than Avara, right?
Level Editor: Oh, you have to write this too, and you don't want to make it dumb.
Game Content: Someone has to make this as well: models, levels, and sounds.
No single one of those parts is all that hard or complicated. I imagine I could even learn the networking. But, put them all together and the project is daunting, especially if you want a quality product (BETTER than the original).
If I start coding anytime soon, it won't be Avara, and it probably won't be game-related.