It has been over a year since I have posted any updates on this journal; and will from this point onward, submit any additional details of work on the project.
I will briefly state that most of the details of activity have been posted on the main development blog at Sports Fiction @ TGC. With the most current update page here; and latest update here.
Changes since April 2013
The structure of the project has changed dramatically!
From starting out as a small game concept about futuristic sports activity; I had decided that the game based on such a broad subject matter deserves a strong foundation consisting of development tools, development models, dedicated servers and a dedicated game engine to run as an end user client.
Most of the focus has gone from visuals, characters and visual entities; to the low level programming of elementrary building blocks for establishing a great development toolset for constructing fun sporting activities, challenging objectives and game mods.
Bring the journal up to date
In order to bring things up to date, I will be posting some of the updates made on my main devblog; but to begin with I will have to start from where we left off.
The development kit I have been constructing will provide you with what you need to create your own futuristic sports or story campaigns; making your creations available for players of the Sports Fiction game. The development kit has been called the X-Producer, and is maturing in development to the point of performing basic entitiy shading and property management. I will introduce this editor in further detail as time goes by because there is so much to take in; however if you do not wish to wait, you can find out more about it from its first introduction via this link.
Sports Fiction progress
It will take some time to explain what has been going on with the game; so we will break things down into small development updates.
To start off, we will first introduce what has been done with its engine. The engine code named Zero One, will process the game on a client PC which is connected to my multiplayer game servers. The engine is split up into a number of processes which handle the viewport, sound and user interface on the local PC. There is likely to be access to the game world using other devices when the game is developed.
To begin with the engine started off with 4 elements which are the viewport, world, backend and front end. Details of what these components perform have been shown here
Today, the structure has not changed, but some of the processes have been moved to the servers. I have yet to reveal any information about this fact, but the structure of the system has not changed.
Recent activity has been focused on implementing data manipulation features and a universe generator which will enable the players to travel accross land, sea and into outer space. This complex system has just started out as a land generator which uses a hex-tree to spawn various types of terrain which will affect the demographics and types of sporting locallities are to exist in a game session. This aspect of the game is to be mostly observable in a professional gaming mode and campaign mode. Other modes will get you straight into your sports of choice without delay; with the option to include a number of guests in a Sports Fiction party. But this is the stuff that will come to light later on; right now, the focus is on the foundation of the game's engine and server model.
Until the next update