Hi guys,
thank you for your kind words!
I finaly get to answer your questions:
- the only shader that we use is a very simple one for the water.
- the terrain consists of several aligned uv mapped models
- what you see on the ground is really in the texture - no shaders, no dynamic shadows (except for the characters), no rendering to texture
- Daemonica was being developed slightly over one year
- in the development process we used even some expensive software (namely Maya, because we already had the licence then) but all we did is surely possible even with some less expensive tools (or even free GNU software such as Gimp for 2D etc.)
- I wrote the story, dialogues and scripted the game
@frazzle: later in the game it's less dialogs and more things "happening". Believe me. I know.

Whether the game will sell or not - we'll see.

The reviews I've found so far look promising though:
Game Zone 79%
BonusStage 84%
AmpedIGO 70%
Engamic 75%
GameHacking 80%
etc.
So, again, thank you all!
T.
EDIT:
Quote:
This is one of the games which shows that it is possible with 3DGS to develop a commercial title
Who said it wasn't possible?
If I am not mistaken, Nardulus has sold over 100,000 units of his game some time ago (I believe it can be found on this forum) which is absolutely fantastic! Now, if 100,000 sold units doesn't qualify A6 as being an engine good enough to produce commercial titles, then I don't know what does...