Oddly enough we were planning on looking into doing something like this after OpenKatana was finished, only to a more extreme level that would be more comparable to what was done in JP:Trespasser.
cool! But just one curiosity: why porting all the game logic to C? I mean, quakec is easier to use and it's great for newbies. Are you not satisfied about the quakec limitations (impossibility to create own types)?
Because it's not just simply ported, it's all been rewritten from the ground-up ...
Too many to list honestly; SDL2 implementation for both video and input (both of which have been completely rewritten to take full advantage of it), completely rewritten game-logic in C including a complete base framework for weapons, items and more, separated Launcher/Engine/Game/Menu components ...
There's a few things I think that are important that a framework needs, the first being the most important; documentation. Secondly, I think somewhat expanding on what motorsep just said, there should be an example game built upon this framework too so that people can easily delve into it and make ...
The game was required to have a simple power-up (which in this case was an extra life), a set number of lives before the game restarts, a HUD, some tracking of the players score, enemies which can follow the player and three different levels. I pretty much ...
Interestingly we've developed a simple framework that much of OpenKatana's actual game-code has been structured around, the only issue here however is that all our game-code has been written out in C so I'm not sure it could easily be translated back into QuakeC without losing some of the benefits ...