Actually, stormy, the engine will not use the OP2 Birds Eye View (BEV). It will use a camera position similar to Age of Mythology/WarCraft III. However, the engine will allow for some camera movement (e.g., rotations, zooming in/out, etc.)
The graphics engine as it stands right now is completely cross-platform compatible (in fact, I'm about 99% sure it'll also work on the PlayStation 2 and xBox).
However, the rest of the engine will more likely be Win32 only. I am familiar with and very capable with DirectX programming. I do not run other Operating Systems so I don't know how to program anything else except with the SDL Library (which I know supports a lot of systems). I will be using DirectX coding for the Input and Sound systems of OP3.
However, the engine is designed with modular plug-in support. The graphics engine is plug-in based and currently supports DirectX 7, DirectX 9 and OpenGL Refresh engines. I plan on keeping with this scheme and making the rest of the engine plug-in based (e.g., sound plug-ins, input plug-ins, game logic plug-ins, etc.)
Also, my work with the Quake2 and Quake3Arena engines has made me familiar with the idea of making OP3 MODS extremely easy to deploy without changing the original engine's code or game-logic code. Through the use of what I will call the GameX86.DLL file, the games' logic can be controlled entirely through this one file. The 'Logic Module' contains all of the code relating to units, vehicles, structures, tech trees, AI, physics rules, etc. It must follow a few rules to conform to the OP3 Engine Loading routines but otherwise the 'Modder' is free to do whatever he wants.
All MODS will be contained in directory other than DATA (DATA being the default game code and content). All new content and game code will be contained in other directories (such as PRAXIS or LEEOR_NET'S MOD). When the game starts, it will scan all sub directories of the root for new game modules. In the game's starting menu, the user will be able to choose which MOD to load.
Also, as most mods rely on the original games' content, any content that is not found in the MOD directory will be search for in the default directory (DATA). If it's not found there then the game will return an error.
===================================================
As far as an open engine, you bet. I have all intentions of leaving the game's source code open and free for non-commercial use. I don't think I'll allow commercial use of the engine without a liscence but I have yet to determine exactly how I would work that.
Either way, I want the engine to remain open so that when we release the beta's, other users of the community can download the source and make any necessary changes.
===================================================
Sound/Input plug-ins aren't going to so much be handled like emulators or WinAmp will handle it. Essentially the game starts, reads a configuration file and goes ahead and loads whatever plug-ins are defined. Sound/Input plug-ins can't run side-by-side so they need to be complete or the game may not operate correctly. Also, I don't know if I'll develop the engine to allow for run-time switching of the plug-ins but you never know how it'll end up. I link everything into the game engine right now at run-time so it may be fairly easy to just shut down the current module to open the new one. Oh well, we'll see how it all develops.
===================================================
Game content is fairly straightforward to create. I've developed a few tools already to make it easy for me to create new Overlay/Material scripts as well as generate several LOD's into a single model mesh file.
Also, I've started work on a mapper for the game simply so I have an easy way to generate a new map. It's not doing anything yet except loading in the layer scripts and generating new material scripts for the mapping layers.
As far as content creation, the members area of the Genesis website will have information about creating all of the content for the games. I have a lot of work to do before any of that even shows up in that section and before any of that information becomes publicly available but I can assure you that it
will become publicly available.
===================================================
Wow, that's one hell of a post!