1) Yes, the game I'm planning would not be possible in any exsisting engines (It's a pretty unique concept). This caused me to start researching and developing 12D roughly 2-3 years ago.
2) Yup, it's good test data.
3) I want to port halo because I'd love to see Halo: CE on a "modern" platform. My engine is no UE3 or CryEngine but it should be pretty solid if everything falls into place.
1) My time frame is working on this every day I'm not at my actual job. Basically, GOTTAGOFAST.
2) Programming in java, tags are written in a language I created (12Tag) and scripts are written in a scripting language I created (12Script). 12Script looks almost identical to Halo's HSC/lisp stuff so no issues there for all the oldfags.
3) Yes, I know the drawbacks of it but it was the language I knew when I started and I can't change that. Some day I'll be writing another engine and it'll be in C++ haha.
4) LWGJL is a framework but it's not like I'm really using it much. My renderer is written in OpenGL and GLSL. My physics are done with Bullet now. I've moved the basis of networking over to Kryonet. I still use my own system for handling connections and data but Kryonet makes things run really smooth.
5) Right now I've got everything under control and I'm just posting progress. When I get to the point were I'm actually moving content into the engine I'll need some bros to port maps. I'll post a tutorial and documentation on how to port a map later on down the line. The way things are designed now you can just make a mod with a new map and then I can add it to the final game as native content.
Hope that clears some stuff up.
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