Let us begin with the IONICON engine. It was presented at California State University Long Beach as a year-long research project. The project was a huge success, being acclaimed for one of the largest projects self-attributed research projects in the program's history.
In the image above, you will see Frank Lima (Creator of Reticon) presenting the IONICON engine and demonstrating its controller, display, rendering and texturing functionality with a Portal Companion Cube that was imported directly into a Dreamcast as a raw 3D File with its included texture file. The output seen in the background of the rendered image was the statistics of the file, how much RAM was being consumed (which was very little) and the frame rates of the high resolution mesh.
Here is a better photo of the output of the Dreamcast's Ionicon engine in action, complete with full texture mapping, high polycount 3D meshes and fully utilized controller input.
Although there has been a long period of silence from Reticon regarding any production, the production is far from coming to any sort of a halt. We have been remaining quiet for the most part for the exception of our postings at http://dreamcast-talk.com including the first iteration of the IONICON engine. The reason for our silence is that we have been producing work and must copyright it before we show any information to the public, not only that but Reticon has been undergoing major business endeavors to open as a complete studio and lock in our great and talented team as a fortified producer of games for the Dreamcast and beyond!
As for updates on TAHI
We're currently producing our artwork into optimized 3D models for the game and setting up the appropriate IK joints to be read in through the IONICON engine
The artists are continuing to produce the main characters that are part of the TAHI story.
Below are the 'Lie Twins' two humans that are integral to the story of TAHI and the history the player will uncover as they play through the game
Level designing is occurring at the same time as our art production. Even though there are technically 'no levels' in the world of TAHI, the citadels and cities you will discover as a player will instate as the 'levels' that will be playable. We have constructed mind-bending, puzzle solving, riddle enticing situations that the player will be responsible for solving. This game will test the player's limit of patience and problem solving as they explore new worlds.
Furthermore, on our long 'laundry list' of items to fill for this project, we are preparing a 'Kickstarter' package for this project in order to receive the funding necessary to complete this game in the vision that it was intended to have. With the proper funding, this game can be even better, and those who have worked tireless hours would be able to be compensated for their work until the full release of TAHI.
We will be working hard to update our blogger on a weekly basis in order to keep all of you informed regarding the status of the TAHI project and the IONICON engine.
Thank you all for your support, we're still strong and working hard!