Showing posts with label development. Show all posts
Showing posts with label development. Show all posts

Tuesday, 27 November 2007

But what is it?

Things are moving well towards something. I realise my descriptions of Node are poor at their best (and non existent at their worst), I've had this problem a lot recently, but I have a solution! It comes back to the prototype, which I'm finally done with, to explain all. It's not worthy of putting out into the real world, but a video of it will - I hope - give a taste of what is to come.


The quality really sucks. I'll attempt to host my videos in future.

Friday, 23 November 2007

Always Be Prototyping

At some point in my code development I was nearing I working (bad) UI engine. A system of floating 2D text and menus that could be coded quickly and (relatively) simply. That all sat on top of a 3D OpenGL, and had some nice interface*. It wasn't perfect but I liked.

I was merrily blasting away, preparing to start game engine development when I ran across a lecture by Jonathan Blow (specifically this one). A turning point in my approach.

With reinforced views I became far more optimistic about my future as a games developer**. Prototyping was the way forwards.

So things changed, I started hacking out big chunks of code out. I dumped the third dimension, and game elements started to appear. I mentioned previously I was struggling to explain my weird vision of global warfare in neon, that changed. My friends understood, my supervisor understood, and most importantly I understood what I was making.


Shot of proto-Node - Some buildings, some attackers, some fun


A drawing board for new ideas. I felt no restriction about clean flexible code (within reason) and started building whole unit interaction. Ideas would come to me, and I could jerry rig them in to see how they work visually and interactively.

Finally things were going at a pace I could really have some fun with!

On a final note though, over the last week*** I have started to suspect my higher design goals have suffered to the pull of gimmicks. Identifying the problem doesn't solve it. There is still a long way to go.

I'm building towards a presentation of my game in a weeks time, so I plan to make a video of the prototype soon. Also, for those who know me, I'm going to attempt some early play testing just to see reactions and opinions of the game.

* I know that this stuff can be done so easily using a games engines. I am almost certainly a fool for not using one. I have my reasons.
** Hell, I just have to finish something good! How hard can that be?
*** I'm still in prototype stage. The prototyping time has been prolonged further than I would have liked due to external factors.

Tuesday, 13 November 2007

A Game Is Made

For the last six weeks I have been developing a small game for a final year project. I set out in my proposal to "...explore the possibility of making a complex artistic piece through interactive and visual content." and "I would endeavor to make fast and intuitive interaction that enhances the atmosphere and pace of the game."

The game has been going by the name of RealRisk in my head and in conversation, but it is not really a fitting name. It could be described as a deconstruction of a Real-Time-Strategy to primary elements, and then building something new with it's most basic concepts. Then again it could be a just be a Real-Time-Strategy.

Using easily understandable concepts such as; an attacker, a defender, and a building. With only a small number of elements to learn and control, the game becomes more open to new users but allows for complicated tactical decisions. The game will be intuitively complex.

Graphically minamlistic. Saying only what needs to be said.

I have found it difficult to describe the game to people on previous occations. Hindered partly by a drive to create something unique, and attempting to be overtly indie in my game design.

In coming posts I will catch up on ideas and changes that have happened in the last six weeks.