Well, here it is. A day late and a dollar short, but I wanted to be sure before I announced it.
I'm assuming the general response will be somewhat as nuclear as mine was. Not an easy decision to make, and an even harder announcement.
We're having to restart the codeside development of Architect.
The portion of RTP developed is still intact; we have not received any notes from Enterbrain, and our project is so far defined from their products that any threats from them would be considered idle and groundless; We are not abandoning the project, or anything along those lines. If anything development should go quickly, as it's mostly a matter of converting existing source code into a new language.
Which brings us to the cause of this change: technical limitations. I recently announced that we were recreating Lucid Awakening as a demo project for Architect. Upon attempting to recreate this, we found scripting to be too difficult to expect the general public (especially those spoiled by Ruby) to adapt to. It was difficult for me, and I've worked with dozens of languages [no master scripter, but usually I can at least find my way around.]
The new platform will be XNA with both OpenGL and Simple Directmedia Layer (SDL) integrated. The scripting language will be Lua, a much simpler step from Ruby, and benchmarked much faster than our previous BriskVM. The OpenGL support will be script-exposed to the maximum, and is only present for more advanced hardware acceleration features such as rotation and pixel-by-pixel special effects. Lua is a very simple language to learn, runs about 6x as fast as Ruby on average, 3.5x as fast as BriskSL.
Supported systems will be Windows, Macintosh, and (surprise) Xbox 360 Live Arcade [contacting M$ for marketing info, but at least under community games if not full blown live marketplace.] I'll try to build enough of an emulation platform to support Linux, but no promises at this time, and probably not for the first release. Linux and XNA hate each other. So does Mac, but I found a nice 3rd party compiler that is able to workaround that limitation. Can't guarantee full speed for Mac, as that's something that will be more of a wait-and-see, although after initial release we'll give Mac users equal tenant on bringing their side of the product up to par.
More news. We're starting to talk to boxed game vendors. If they do take it up, I'll have a lot less control over pricing, but at least it will grow to have a respectably sized community. We plan to make the marketplace accomodate this, hosting not only community release demos, but an in-program browser that can display and download the latest releases of games, demos, scripts, content, and more. It also supports indie sales, allowing you to sell your game (guidelines suggest about $2 for an average game.)
The aforementioned features will all still be in line for the project. If anything, this move will gain new features, support, and performance levels. I'm looking into the possibility of an advanced perspective, slightly breaking the solid 2D look. It will work similarly to Mode07, though much simpler to use and without the tileset perspective issues.
Live zoom (without lag) will also be supported thanks to the magic that is hardware acceleration.
Anyhow, to wrap this up, the final announcement, and the one that I will receive the most hate mail for: the release date of the product is unfortunately being pushed again, likely a significant amount of time. On the other side of that coin, however, the ease of development these simpler languages bring means more rapid development overall.
I appreciate all of your support and understanding so far. You've demonstrated a high level of enthusiasm and support for something you've seen little of. I ask that you understand that this decision was not easy for me, either. But after 3 days of consideration, I've determined it's the most effective way to proceed. I made the mistake of fast-tracking development to where it was out of my hands. This time around, I'll be active in the project's development myself. No more excuses about "the development team". It's officially on me. As such, I assure you, it will have 100% of the vision that brought the concept to be in the first place.
If you have any questions, or suggestions for me, by all means, let me know. If you're angry with me, I understand, but for the sake of this project, let's keep the maturity level of this thread intact.