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Want to finish up

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I can tell that it's been a while since I've programmed anything closely related to "indy" game development. True enough, I work in technology and work with code everyday. But a lot of that is compartmentalized and you just do your piece and be done with it.

To say you are a "indy" game programmer is actually saying a whole helluva a lot. I realize I'm preaching to the choir here but it's significant in this regard. Last night I decided that I wanted to go ahead and finish up this break out clone and continue working on my frame work. Now of course I could finish the game half assed and button it up...but that is just not me.

So as I begin to polish it up and even the smallest tweaks and littlest of things are time consuming. One begins to realize that even something as small as breakout requires a lot of planning and coding. So it got me to thinking about my next project and how I want to approach it.

Do you know how long it's been since I've written a design document? Hahaha of course you don't but I'll tell you....back then gas was really really cheap :) At least going forward the 2D engine is basically complete and only needs a few other components. Optimization is always a given but at least I can focus more on actual "game development" and not "technology" development.

Anyway, I'd thought I share that and I give props to anybody who has written a complete "game" big or small. Even if it's a clone like Breakout, Tetris, Asteroids, Pac Man, Space Invaders or MMO or FPS. The work , perseverance and thankless nights to actually call it done is a feat unto itself.

Funny, most people scoff or even laugh at the results of mere 2D games because they are working on the next "ID" clone engine that has a list of features longer than my arm. But what do most of them have to show except for maybe a few landscape renders and or objects with too much bloom effect. :/

Don't get me wrong, I'm not dismissing their efforts by any stretch...just talking out loud.

Oh well I'm starting to rant so I'll cut and run. There are a lot of talented and unappreciated Indie developers out here but I'm feeling you and appreciate your efforts.

Keep coding!
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I think that this kind of work can easily balloon irrespective of the apparant complexity of the project. 2D projects can become as unbearable as 3D projects, although they have one less dimension to worry about, and inhibiting the explosion of complexity should be a concern with any project.

Nevertheless, I wish that I could spent more time on 2D projects, because 2D engine development is usually less work, giving one more time for art and game development, which are the more important things anyway right?

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I guess that is one of the many great debates out there. 2D vs 3D blah blah.

For me at least, a 2D engine is something that I would prefer to build on my own. A 3D engine is something that I'm actually starting to rethink. At the end of the day I want to make game. I didn't say I want to make an engine and then make a game. (Had to remind myself of that)

When the time comes and I move back to 3D. I'll probably look for an engine to use for the type of game I want to create.

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