... for the Game Designer:
... for the Module Coder:
... for the Customer:
For more information check out the Drag[en]gine Wiki.
Due to the modular nature a fixed list of engine features as other engines provide is not possible since it all depends on the customer's choices. To avoid cluttering the summary find the features list in this article:
This year had been quite a ride in many ways as I'm certain many can agree with.
One of the major tasks had been to release the Drag[en]gine Game Engine to the public which hit version 1.4 recently. Once the most pressing bugs had been resolved the focus shifted back to the public demo.
For this the player feedbacks from the booth had been taken into account. Various parts of the game had been revised and improved. This required some extra work but it has been worth it. The playability improved a lot.
The main plan had been to get the public demo ready by the end of this year. This has been pushed back by a few weeks due to the above reasons. As a tooth sweeter in the mean time here a little pot-pourri from the public demo.
Don't forget to vote for Epsylon in the IOTY to show your support.
Also vote if you want to support the Drag[en]gine Game Engine. It's a combi package. You get all in one.
The new Drag[en]gine Game Engine Release 1.4 is ready for action.
Improved Tone-Mapping and added "Camera Relative Emissivity Intensity" solving lighting problems.
Simplifies using KDevelop to develop games with using the Drag[en]gine Game Engine together with the DragonScript Language.
Feeding the Dragon with a new Release to make stronger and bigger with this new game engine release.
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Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world investigating a very special Science-Fiction setup. With a team...
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