That was what I inferred about the future costs from the interview too.I think Nagai would have liked to have made his second series but I don't think he would have received backing from the Japanese, who funded the first show, no.I honestly think that Elman realised sufficiently that he was on the gravy drain with Star Fleet and would definitely have stumped up for a second show himself, because with a longer run comes greater exposure and being able to build on what models and sets had been made before, the whole thing could have spiralled into something really phenomenal.I designed, ages ago, a robot that I felt was a real contender for what could been in the show but I don't know where the drawings went.So, rather than having that robot at the end of my game's level 5 I put in the combining version; much like Dai-X; which I think worked out fine too (cos it was a good design) but the original was like a very athletic, HR Geiger-esque termoid-like thing and very dark-coloured. Infact, it was a lot like the Geiger Alien and Crysis Nanosuit texture-wise (where it shows the different sinews in the muscles) in many respects but I think I was in my GAP year when I drew those pictures; a long time before that game was ever released, anyway.Basically, years lapsed between porting X-Bomber into MMF2 and HWA and by the time I got to do the robot, the plans were nowhere.Actually, I found a most interesting thing that was slowing down X-Bomber's runtime.The MMF2 engine seems to really hate having loads of objects with more than one direction in their animations. Infact it almost halves the object count ceiling before the framerate begins to slump. You can perform loads of scaling rotations and allsorts of actions on them and still not build-up the same load on the CPU. On that basis, I need to think about the little yellow damage particle flakey things because they get caught-up in that. I couldn't understand before why they seemed to be causing slowdown when they basically weren't doing anything wrong.I've been doing a lot of experimenting today - not a vast amount has 'moved' today but I'm in a better position to move forward tomorrow thanks to my calculations.At least people won't be able to say; "Oh there's an epitomy of modern programming; another game that hasn't been optimised".We are doing Go's work, I don't think we're sucking at it too much either.
Dream big and bold and daring.