Thanks for the info.
I have a Game Treatment here and I'm writing a Game Outline, more detailed, and some technical docs. But I don't want to give too much detailed information here, becaused it will be a comercial game.
But first, I'm going to do a prototype with only 3 islands or 2 islands. 1 bigger, with a village, and too desert islands, smaller ones. The main purpose of the prototype is to gather a publisher.
For this prototype I intend to have:
- an intro cinematics. Simple, main thing being narration, camera movement and soundtrack.
- 2 types of vehicles (with simple movement and simple physics, much simpler than a car)
- 3 to 6 types/classes of characters
- NPCs with a limited AI (walk on paths, wandering, stop and talk with player if player press "interact", enemies that attack the player,
soldiers that reach the player and start dialog/interrogate). I'd like the NPCs to look at player if he?s close and have some blendshapes/morph targets for angry, smile and lip synch (at least these).
- some NPC animals, like sharks, seagulls, dogs etc.
- a simple dialog system (maybe with voices played along with text, but probably not)
- a simple inventory system and pickup items in some places.
- some break-able objects
- some collision callbacks for different audio: depending on terrain for steps, for weapons shocking with metal or stone etc
- a character parts customization screen, simple I hope
- 3 types of weapon (2 of long range, 1 for melee)
- one simple quest (mainly centered in the dialogs), some combats and some "flag" variables in script that unlock the next events/places.
- a good amount of vegetation (with weaving animation, I hope)
- characters with specular, normal and diffuse textures.
- A somewhat complex melee combat system. This will be the hard part, I think. But I'll start it simple but fully functional, then I'll improve it to make it more complete if the time allows.
- If the final FPS rate permit, specular and normal textures in most buildings (loaded at close distance only) and props geometry, and in the trees trunks.
- bloom, maybe HDR, horizon haze/fog
- Maybe I'm wrong, but I believe a far clip of 1 km or 2km will suffice.
- A huge use of LOD (with smooth fading, as GameCore allows now), imposters, and LOD in the characters also.
- I'll use instancing every time it is possible. For NPC characters, props etc.
- If possible for me and the team (considering time restraints) multiplayer. The idea for the final game is to allow more than 100 people to play (MMO allowing more than 1.000 being awesome, if it doesn't force us to degrade the graphics too much), but for the prototype, any maximum size will suffice, up to 32 players. Don't think we'll actually have an occasion with 32 people or more testing the prototype.

Only if we put it online as a demo. But I don?t plan to. The demo will be the demo of the final game, with its final specs.
I calculate to take more or less six month to put the prototype together. Me and a team, that up until now has: two 3d artists, 1 animator (me) and probably one more, one producer and one real programmer (graduated in computer science college etc).
The idea now is that the bigger islands have an average of 5km length in its longest side (I've scaled it all to 1/10th the original idea after your answers).
But later, for the complete game, I'll have country land also. I was planning to make them 1/10th also, but even this were going to be big: most part coastal lands where you go some 5km to the country lands, but a peninsulae was needed to have 20km in its longest side. Do you think this size could be reasonable?
Procedural vegetation would be good, but I fear the terrain object of GameCore's terrain system won?t be as flexible as I want it to. To make hills, carved stones, stone archs, caves etc.
My idea was that you would navigate from island to island actually in the ship, without changing to a map screen for "teleporting" to other area. So that the player feels like navigating large distances in open sea before reaching an island. And that the islands and coastal lands were "open worlds", even if the player walked for some kilometers without finding any landmarks other than rocks, vegetation and rivers.
But if this can't be possible/feasible, I change this feature of the game and make it with "areas", with much narrower limits where the player can go, and when it get too far from an island (or bunch of neighbour islands), the level unloads and the player gets a map screen. Then when he choose another island, he loads in its vecinity, but at a distance.
I already have a lot of questions to do that all relate to this prototype (I?m gonna focus completely on it from now on - no more tests), but I'll first finish the first complete version of the game outline so that later I can ask all of them together and hopefully they'll make more sense.
How could be the better means to send the game treatment, the technical specs I want for it and the questions? A support request?
Thanks in advance.