reminds me of this post i made
to avoid like 200 pages worth of what i've been working on, here's a list of things i am 100% certain you cannot do in the game that actual gamemaker "engines" can
- "pre-rendered cutscenes" or mp4 videos found locally on your computer (awesomium doesn't support local video files, don't even think about scrolling pngs)
- reliable dynamic camera movement (scheduling static camera looping is choppy as all hell, popfront and pushback commands from slayer's flycam or pathcam vary in loadtime depending on positions and changes)
- instant freeze-loading (port's loading function only freezes your screen for 5 seconds while the world still plays out in realtime, all cleanup most likely can't be completed at frame 1)
that being said, here's a list of things that are totally possible
- really cool client GUIs (dialogue bars, HUDs, terminals, etc.)
- fully functional dialogue/RPG mechanics (these wouldn't be as time-consuming to make if i could use xml/json parsing)
- semi-dynamic FOV (blockland only allows FOV as integers, meaning no fancy zooming cameras, but it can lead for fun closeups like the fallout 4 video has)
- pre-rendered cutscenes from youtube/html5 videos (probably won't sync very well for slow internet or multiplayer gamemodes)
- stereo .oggs (editing kalph's music filesize add-on does the trick, but heavier files may cause a few moments of lag, 8mb .oggs freeze the game for a quarter of a second)
- pathfinding AI (we're waiting...)
my main concern is that you shouldn't worry about the voice acting until much later, for now just focus on if the main gameplay idea is possible
if you want something like dix miggie, how do you want to improve it? multiple story paths? unique combat mechanics? expanded RPG functions?
look at other fangames and gamemodes to draw inspiration from, crack-life campaign mode was a huge inspiration to jayce
i've been looking for an excuse to go wild with a campaign project since DM3, but i would really prefer a singleplayer gamemode over a co-op one
it's much easier to balance difficulty, there's no worry about networking, and overall a better experience for drop-in/drop-out gameplay, especially for saving/loading builds