On ZFGC a lot of engines are being developed and abandoned. The problem is that the open source engines don't get further than walking with an additional feature. And the engines that do get further and have potential are closed source and no one can continue it when it is abandoned.
So I think that ZGFC does need some engines for people to work with, but we have to put in a joint effort to get these engines done. And work on engines one by one, ensuring that at least there will be finished engines, instead of having everyone work on their own engine at the same time, resulting in no finished engine.
At least it seems logical to me to do that.
I noticed my name mentioned up there in tiny text. Were you saying that if you asked me to help with the MC engine, I wouldn't help? Well, that's true, but hardly because I'm lazy and/or have no interest in it.
Actually, I totally agree with your thinking Niek. I'll tell you exactly why I've never helped out with the MC engine: First, I can't do everything at once, so even though I have
some interest in helping out with the MC engine, I have
more interest in making a Zelda platformer engine (technically it could be used for anything, like a Super Mario or Metroid for example). And I do plan on releasing the code in various tutorials and examples so that anyone may use the code to make their own platformer games without having to build their engine from the ground up (well, as much "ground up" as you get in game maker).
Second, in all honesty, I'm not a very efficient programmer. My code is rather messy and it takes me a long time to figure out how and if I can make the code more efficient. Also, the code in the MC engine is kinda hard for me to follow last I checked. I just find myself at a loss as to how I can add to something that I don't fully get. :/ You see, I understand my platform engine because I'm the only one coding it, even though my code can be a little messy, I can easily glance at it and get it because it's my unique coding style. Pretty much, I'm just saying, I'm not a professional programmer, I've been completely self-taught.
That said, I do plan on looking at the MC engine's code again to see if I can understand how things are working, and I'm trying to increase my skills at coding in more efficient ways (which I feel better at doing this learning in my coding of Spirit's Quest rather than in the MC engine). So, pretty much my platform engine is my priority and I don't want to divide my time between the two because it will slow progress and I have a life as well.
I think the MC engine, when completed, will be the turning point of ZFGC, as far as fan games go, that is. I've seen so many people get great ideas for Zelda games, but their idea just loses momentum as they get bogged down by the most boring and difficult part, making the engine; it dies pretty much before the actual game has even begun to take form.
Btw, I'm not sure if this question was ever answered or asked but, is the OoT2D project using the MC engine, or something completely different? It just seems to make sense that it would.
Well, when I get Spirit's Quest done and after I release the code in the form of tutorials and examples, I do plan to try to help out with the MC engine. That is, if it's still going and if I can figure out how it works.
Perhaps the comments just weren't helpful enough, or perhaps I just didn't give it enough time to gain an understanding of it.
WHY KOT ISN'T GOING TO WORK WITHOUT THE MC ENGINE:
Last thoughts, if we want KoT to work I think it would be a good idea to use the MC engine. The problem is that it means we need the engine BEFORE the game. Heck, the game is gonna need an engine sometime, and the sooner the better. So it just seems to me that the community project is either the MC engine first, or the MC engine AS WELL AS KoT, which is more work focused on at the same time. If we can't even get the MC engine done, how do we expect KoT to not fail again? Or is my logic flawed (could be, I'm rather tired atm)?
The thing I'm seeing as the issue is that nobody wants to make the engine, they just want to make the game, but you can't have your cake and eat it too... or whatever that saying is. Point is, you can't have your game without an engine. Unless the CP doesn't go by the normal 2D overhead Zelda style, it means: No MC engine, no success. All we can do is write some story, figure out the items Link will use and what actions he may have, do some art, etc. If I'm not mistaken, that's pretty much as far as KoT got before?
I guess that really means we could figure out what the MC engine needs by looking at whatever items Link will use and what actions Link will be able to do in KoT. As well as enemy ai, how the world is mapped out, etc. Though really, if I'm not mistaken, KoT should have mostly the same functionality as the MC, so really it comes down to new items and actions of Link. Right? So yeah, just my thoughts on the matter of a CP.