Hello, I'm currently working on Carte Blanche, a full-scale adventure game with pre-rendered 3d graphics, music, voice acting, featuring around 6 hours of gameplay.
reference : [href]www.absurdus.net/carteblanche[/href]
We're almost in beta stage, the only thing missing is the voice acting which should be recorded within two weeks and some testing.
I don't think any games of this size has ever been released with DarkSDK and it could certainly be an interesting showcase for the product. The thing is, the performances are not really interesting.
Happily, that could be easily fixed. Almost everything visually is contained in mpg files displayed with the dbPlayAnimationToImage and then pasted on the screen (with some sprites). When the animations stop, I get a very satisfactory 70 fps (even if I continue pasting the image every frame) but when the animations are playing (most of the time) I get a sucking 20-30 fps on a good machine! Only for displaying animation! (I tried other formats than mpg and it's the same thing)
It's the only drawback for minimal requirements, as far as memory goes, it stays around 30mb and it's pretty light in all areas.
If this only function could be optimized, it would greatly improve the game, increasing chances of publishing (we're in contact with 5 publishers worlwide up to now) and extend DarkSDK's visibility (and other The Game Creator tools)
Best regards,
Jonathan Lessard
Jonathan