Tee hee hee hm sounds a little overly ambitious aaron, unless you were part of a large, well funded company. But then again i met the key guy who designed the guts of the 3DO, and he was a one-brain developer behind most of the technology, so it's not far-fetched for one person to design hardware. But the difference was he had money, they had a full engineering department management, and a real company behind him, and not to mention he was brilliant.
The idea of porting to XBox-Live Arcade is really attractive. I wonder how hard it would be to rewrite a bunch of c-script code to work in Torque. I imagine if someone has their levels designed entirely in a 3D app outside of WED (say maya or max) it probably wouldn't be too hard to transition over to Torque-- assuming they have the same kind of commands like trace, move, rotate..
Maybe if/when my game is finished and looks/works well, I could scrape up the money to paying someone to re-write the code for Torque. It'd be best if Conitec could just port A6 themselves. Though I don't think the 3DGS demographic really has strong enough demand to make it worth Conitec's while.
But then again, taking a chance to port the engine to X-Box 360 would probably attract more professional and semi-professional developers to A6, so it would probably change the demographic itself, and be a very worthwhile decision-- especially if the xbox live license came as an additional $300-800 licensing fee on top of the pro edition.... (ooh!! but I wouldn't want to pay it, personally)
I've always thought that PC->Xbox ports would be relatively easy since they rely on the same technology (don't they?) like Direct-X? I wonder how different a PC and the XBOX really are? I can't imagine it being too hard.
Bye!