It's not a big secret or anything. While I am working on it, I'll probably be posting screenshots periodically.<br><br>
terrain<br><br>currently Argentum uses voxel technology to render the terrain. Optimally, I'd need an alpha layer to create illuminated surfaces and semi-transparent surfaces. They need to be layered so they can fade or warp... or something.<br><br>

<br><br>This image shows the type of ground surfaces I would need- the glowing blue behind the figure is similar to a river of BLUE lava. I'd need the semi-transparent layer for a flowing fog-effect.<br><br>I believe this is already beyond the scope of the PocketPCs capabilities. Even if Argentum supported it, I doubt the PPC has the hardware to push it. So this part is not so important. I could fake some of it, but it wouldn't be nearly as impressive.<br><br>
sprites<br><br>Looking at the screenshots and video, it looks like Lomax uses a 3D rendering package to create the objects in the game, and converts them to sprites with an accompanying alpha channel.<br><br>

<br><br>In my vision, all the objects will need to have an idle animation. Even static objects like the buildings will be animated because there won't be buildings in my world, but hulking beasts instead. EVERYTHING will be replaced with a creature of some sort.<br><br>If the sprites support an alpha channel, that will be perfect. Some of the objects will have membrane-like skin and will need to be semi-transparent (about 40% transparency).<br><br>
AI<br><br>I'll need to modify attributes pretty heavily, since most of the creatures won't have a projectile attack.<br><br>
I'm done<br><br>This is everything I could think of off the top of my head. I will be creating the creatures in 3D Studio Max and animate them with bones and Character Studio.<br><br>If the current hardware or Argentum doesn't support this kind of concept, I'll just wait for the next generation of PocketPCs. This thing has been floating around for over a decade so obviously I'm in no hurry. I'd rather do it right the first time around.<br><br><br><br>