Quote:When we finish the game (it will probably take 3 - 4 years, because we are learning the technology while making the game) we will register immediately a company and will start searching for publishers who will definitely pay attention to us , because they will see a working team , they will see a good title .
Maybe I'm mis-interpreting your post, but it seems to me a lot of work in your 'company' (let's just call it that) that can be done without licensing an engine is not done yet. From my experience, the Trinigy Vision engine is quite easy to work with. I personally loved it at least, but granted, it was my first (and last) professional/commercial engine so I have little to compare to. What I intend to say is that it will not take you long before you become productive with this engine, given that you have enough skilled programmers in your team.
The point I'm getting at is this: make sure that once you start licensing this engine, or another that needs to be payed for, you already have as much work done as you can on other fields. That means you have the design of your game finished to the smallest detail possible, you have loads of artwork sitting there waiting to be used, you have a team of people ready to test/work with what the programmers create, etc.
If you have prepared well, you should be able to license this engine or another for a reasonable price (I don't know if I'm allowed to say what we payed for it, so I won't.) because you will not need to license it for 5+ years.
In my opinion, as I kind of said in the last post already, after you've prepared, try to get a license for developing a prototype that will not be released, in other words get the engine for a limited amount of time just for trying-out purposes. That will keep your costs as low as possible. Set milestones for the time you have the license (say 12 months). Set goals in advance that need to be reached in order to conclude the project is succesful enough to extend your license. Also, use your prototype to attract investors/publishers and such. Waiting till your game is finished is not gonna cut it, believe me. If you can show that your company was able to produce a decent prototype (given the time and resources available), that should make them confident you can in fact finish the whole project, as long as your 'plan' is good enough (like I said, detail, detail, detail. Every aspect of your game needs to be on paper, preferably up to the level that programmers can just 'translate' it directly to code and it's done :)).
Disclaimer: all this advice given is by a huge amateur, with very limited experience in this sort of thing. I just want to prevent you from making some of the mistakes we made, and that killed our project :)