@Kamaz
"Wouldnt those be high-poly models in comparison to low-poly ones usually used in games?"
1500-2000 polys for body mesh, <400 polys per armour/weapon piece. We are still in "testing mode", though - and always can change our standarts.
"I am not into computer graphics, but AFAIK creating low-poly object and makingprerendered sprites from 3D models aint the same thing."
True to some extent: both sprites and current shapes are based on same models. The only difference is that sprites were based on high-poly versions but with almost no textures involved.
"Graphical engine for the game should be just a component - easy to add, update and remove. If it interferes with other game too much so that it can not be easily substituted, its not very good coding. Like you should have functions like DrawMap, DrawObject and you should not care how you draw the map or character when creating the game - it might even output ASCii chars, if needed. So, the switch to 3D theoretically could be easy."
Showing mad programming skills, eh?
Of course, you are right. Theoretically.
That really worked with our old 2D engine, that would work perfectly with most of 3D engines (check out "Irrlicht", for example). I made map related rendering routines very high-level, so, if we would choose Irrlicht engine (again, for example), you would be right.
That is not fair for Torque, though. Must see to understand
Ask ElastiZombie, I think he'll agree with me. Characters-related stuff, mechanics, quests, dialogues, etc - all this stuff will work fine, it's totally engine-independent.
Fortunately, I don't have to rewrite graphical engine - Torque already has one.
" If that does not mean reworking all the artwork..."
It doesn't.