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Back on Track

Posted by studentTeacher, 15 December 2013 · 309 views

Hello everybody!

So its been a while...school picked up! Unfortunately, I had what's considered the "hardest quarter" I'll have at university, and so I was busy doing schoolwork. I've also been working on this project, but I hadn't made much actual, visual improvement to the game but, behind the scenes, things are really getting moving.

I've been working on solidifying and organizing the entire engine itself. I've done all the menial tasks that are, for lack of a better work, mind-numbing, but it's all for the better as I now know this: I've got a solid game engine behind me now, and working forward from here will be much easier.

On top of this, I've been working on designing game mechanics. I've been working on RTS Sandbox game mechanics where you are in charge of creating a civilization -- where you can create and design architecture and cities, order your civilians to tasks, and wage battles against your enemies. My AI I've been developing could make a great addition to this game as well; AI that learns and studies you is good for enemy tactics, and I'm also interested in creating useful and interesting NPC AI for creating some interesting interactions between the player and NPCs.

I know this post if a bunch of mumbo jumbo -- I don't have much to show! But don't let that get you too much, I'll be back with some solid work on the game mechanics and hopefully even a video if it all works out! I'm on break for a while so I hope to really drive this project forward.

Thanks,
--ST




This sounds like it could be interesting :) I'm working on a similar project and in roughly the same stages of development.

My humble advice is to stay focused on building your game, not your game engine, and only extend the functionality of your game engine when it doesn't support what your game needs it to do. That way, you can be sure that every bit of your game engine is actually being used by your game rather than creating stuff you *might* use sometime in the distant future. It's a tough trap to avoid and I find myself in it every now and then.

Also, prototypes! It sounds like you're still working on designing game mechanics. It makes sense to test out a game mechanic with a really rough prototype rather than creating something really polished to demo the mechanic, only to realize the mechanic doesn't work or isn't fun and have to scrap it. I notice myself falling into this trap a lot ("My fireball needs particles! wait... that's polish work, not prototype work!").

Anyways, keep up the good work! I look forward to seeing what you come up with in the future.

This sounds like it could be interesting smile.png I'm working on a similar project and in roughly the same stages of development.

My humble advice is to stay focused on building your game, not your game engine, and only extend the functionality of your game engine when it doesn't support what your game needs it to do. That way, you can be sure that every bit of your game engine is actually being used by your game rather than creating stuff you *might* use sometime in the distant future. It's a tough trap to avoid and I find myself in it every now and then.

Also, prototypes! It sounds like you're still working on designing game mechanics. It makes sense to test out a game mechanic with a really rough prototype rather than creating something really polished to demo the mechanic, only to realize the mechanic doesn't work or isn't fun and have to scrap it. I notice myself falling into this trap a lot ("My fireball needs particles! wait... that's polish work, not prototype work!").

Anyways, keep up the good work! I look forward to seeing what you come up with in the future.

Right on! I'm focused on building the game now I think. What I was working on was mainly classes like Vector3f and Matrix4f to get things easily sent to the GPU and make my life a little easier, even just for the prototype. I'm writing this game in Java with LWJGL (where as my previous games were written in C++) so I'm starting from scratch with no pre-existing classes :P

 

Prototype coming next, I hope! Thanks for the advice; sometimes I really lose that line between prototype and polishing....I need to keep an eye on that ;)

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