After seeing the molyneux-esque development and release, and playing the game myself, I started to wonder what happened between some of the dev journals, the actual development and some of the reasoning behind different decisions.
First and foremost is the Kumquat graphics engine, now I'm not sure what it features, how it runs or the like (I'd love to know however, graphics are a big interest of mine) but it seems to me that it has been at the forefront of some of the most crippling bugs the game has experienced. What I'm wondering is, did anyone consider looking into OGRE (Torchlight used it)? It's an established, open source engine available on the MIT license. Not only would this have cut development costs/time in the graphics area, but it has already been extensively tested on a broad range of machines meaning it's stable across numerous hardware configurations. Since it's open source the sub-model culling method could be introduced fairly easily, and from what I understand the latest release uses the size of an object on screen to determine LOD rather than the typical distance from camera.
Another thing is, what happened to the lighting? There was this thread a while back, and I can't help but notice things have gone... backwards. Are you guys still planning to use lighting at all or are we going to be stuck with the civ style blanket light? Another point here is particle effects and custom tiles, could we place our own lights on these? As for the world map and such, a simple day/night cycle would be rather nice. Lighting is a major element of polishing and for a magic based game to not have cool lighting and lighting effects is really lax.
APIs are another point, and I've already posted elsewhere asking what APIs will be available to the unwashed masses. Now I understand the benefits of using python and for most purposes it's fine since it would only be called occasionally. However, and as I mentioned in that post, I'm keen to modify elements of the game that a python interface would be completely unsuitable for (e.g. the tactical battle system). My native tongue is C++, english being my second language after that, and I know that C/C++ would do the jobs too dirty for python.
Speaking of which, how modular is the Kumquat engine itself? Can pieces simply be plugged in at will? If not, modularity would be something worth aiming for, for numerous reasons, notably the ease with which different parts of the code could be tested and new ideas implemented.
This also brings me to the tactical battles, which are something of a pain point currently. I don't understand what the logic was behind the move from continuous battles with thousands of units to a turn based system that features tens of units and is incredibly underwhelming. It seems that it was no steps forward and ten years worth of steps back, from the dev journals it was said that this was to improve player control over the battles, however I have to ask, what about tactical pausing? Similar to the system used by Dragon Age, Neverwinter Nights and Baldur's Gate to name a few. This would have given the player just as much control as the turn based system gives, while still retaining a truly epic feeling, right now it seems more like Elemental:scuffle of Magic rather than Elemental: WAR of Magic.
Another thing I've noticed is the use of the Miles sound system, a rather expensive investment for a game that suffers from extremely poor sound design. As a comparison, the Unreal Engine utilises OpenAL, a free system which has been proven by the games that use it to be just as capable as any paid system. Speaking of free, when there are resources such as the free sound project, there is very little excuse for such atrocious sound work.
Fiachna out.