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Design doc done, on to the engine

I'm back for the next round. After scrapping no fewer than 3 designs I opted to go with a condensed version that will act like a basic blue print. As the game design will be somewhat flexible I am going to try (key word try) to force myself to adhere as closely to the document as possible. I also realized that I don't have enough heads up of my crazy life to determine time frames for each segment of production. I will be forced to give myself deadlines per segment instead of in the outline form I originally wanted. Since they are fictitious deadlines I think I'll survive. *on a side note, anyone else ran into this issue and/or have a better solution?*

Now to the engine. I am giving myself 2 months to get the base engine running and interfacing with LUA scripts. I don't think it will take 2 months but I'll be out of the country for a month of that sometime in the middle. As soon as I get something to show I'll start posting some screens. *cracks knuckles* Here we go . . .

IronGryphon

IronGryphon

 

Here we go!

Ok, after 4 years of programming I think I am ready to move past my current projects. Thus far I have been working on demos and learning how the different parts of the language work. I have dabbled in DirectDraw, SDL, OpenGL, and have decided to start Direct3D.

Moving to the next level I am going to attempt a single player RPG with LUA scripting. I believe I can do this from a programming stand point and will need to continue to polish my graphics skills. To start, I will be making the graphics engine as a set of base code. Initially the core set of features will be limited to what I need to "make it work" but will be expanded as the game matures. Since this is a learning project and I don't have any real deadlines I'll be forced to impose a set of realistic deadlines to work from so I can stay productive.

The initial storyline of the game to my mind is not as important as getting the basic engine up and running. I do, however, have a base concept for the story with a lot of extra features I would like to include. The first step in the journey will be to create a logical and functional design document along with an estimated schedule to base production against. Of course, the document will be flexible but the time frame will not. Along with using it to base my production against, I am also using it to see realistically how long the project takes in each phase so I can visually see where I under or over estimated. Heh, it can only help in the end :)

Well, not time like the present so here I go . . .

IronGryphon

IronGryphon

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